Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: rednblack on <12-08-14/1329:53>

Title: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-08-14/1329:53>
I'm getting close enough in my head to warrant a thread for this campaign.  So, I guess the questions are: 1. given your other PbP responsibilities are you still  up for another game?  2. what's your character and 3. let's discuss mood/house rules, etc.

Players

Poindexter: Sister Rebecca: http://forums.shadowruntabletop.com/index.php?topic=18544.0
Tecumseh: Sir Dodge-a-Lot or She-Who-Dodges-a-Lot
8-bit: Alejandro Circo (Stake)

Setting

The PCs are hardened vampire hunters.  This line of work has served them well over the years, but as the population of vampires has declined, so too have the easy paydays.  And now a further complication: other teams of vampire hunters are turning up dead or missing.  Will the PCs unravel the mystery before they too become prey?  Only time and good decision-making will tell.

I'm still considering where this campaign will be set.  Contenders are Manhattan, maybe somewhere in Germany, or possibly in one of the more northern territories of UCAS.  It would also seem well in the realm of possibility of having this as a globe-trotting campaign, given the line of work.

As for the overall feel of the campaign, I'm wanting to maintain something fairly gritty.  With the exception of Sister Rebecca -- who is also probably the most recent addition to the team -- we're not dealing with soldiers on the side of light for this.  These are scheming mercenaries who have chosen vampires as their prey because they tend to very wealthy and have no legal recourse.  Our runners will still be operating from the shadows.

Gear

I'm thinking of some cool anti-vamp specific additions to the arsenal already available in SR5, Run and Gun, and Gun H(e)aven 3.  I want to stay away from UV light ammo, as I've always found that to be kinda cheesy, but weaponized sawdust grenades and shotgun rounds will exist.  What would you like to see? 

House Rules

Under construction. 

Please post your character ideas below, as well as any general discussion comments/requests/questions you have.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-08-14/1403:30>
I think I can swing a game as a player. Given that I'm already GMing three games, I'm pretty sure I'm tapped out as a GM.

How many players are we thinking? The three or more? Trying to figure out how many people we'll have to cover our roles. Sister Rebecca, for example, has a great Charisma (presumably for Drain) but no social skills.

Part of the decision also depends on power level. Standard or Prime or custom? First draft, I'm inclined toward an adept (perhaps augmented) that specializes in called shots to the head and maybe a weapon focus, both to bypass a vampire's Regeneration power.

Interesting what Poindexter did with Sister Rebecca. When the campaign was first mentioned, I was thinking of a character with underlying Christian principles to complement their profit motives.

For setting, I would vote for one of the more northern territories of the UCAS (or even NAN). And gritty. We all like grit.

For custom weapons, the best I can come up with are Ares laser weapons that have been customized to mimic the sun's spectrum. Scientifically this is probably BS because sunlight has strong spectral radiance at many different wavelengths while lasers - almost by definition - are focused on a single (nanometer) wavelength. So unless there's only a very narrow band of wavelengths that vampires are actually allergic to, this isn't terribly realistic (as much as anything involving vampires 60+ years in the future can be described as "realistic").
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-08-14/1409:36>
Of course, I vote for Chicago as location, but i can go either way.

I'm also thinking of tweaking her a tiny bit, as the more i think about it, the more i kinda DO want summoning. Angels of mercy coming to my aid and all...
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: JackVII on <12-08-14/1413:22>
Bummers all around. I already PMd R&B, but we've implemented a new process of work and I don't think I am going to be able to dedicate time to another game at the moment, beyond those to which I've already committed.

For reference, here was the character I was going to play. She was Sister Sin, so probably would have gotten confusing, LOL.

Handle: Sister Sin
Name: Mary Sue Hayes
Race: Human
Gender: Female
Role: Close Combat Specialist
(Priorities - A: Resources, B: Attributes, C: Skills, D: Race, E: Magic)

ATTRIBUTES (20/20) (10 Karma)
BOD 4 WIL 3
AGI 6 (8) LOG 2
REA 4 (6) INT 4
STR 4 (6) CHA 2
EDG 5 ESN 2.7
Initiative: 10 + 3D6
Limits (M/P/S) 4/8/4
Monitor (P/S) 10/10

SKILLS
Active (28/28 // 2/2)
Combat: Blades/Swords (6), Pistols (4)
Physical: Athletics SG (2), Perception/Visual (4), Sneaking/Urban (2)
Social: Con/Fast Talk (2)
Technical: Computer/Matrix Search (2)
Vehicle: Pilot Groundcraft/Motorcycle (2)

Knowledge (12/12)
Interests: Religion (2), Fashion (2)
Professional: Protective Detail TTPs (4)
Street: Organized Crime (2), Shadowrunners (2)
Language: English (N)

QUALITIES (25 – 7 + 0 = 18)
Positive: Ambidextrous, Quick Healer
Negative: None

CONTACTS & REP (6/6) (8 Karma)
Tasmin Archer, Female Elf Fixer (4/3)
Mike O’Malley, Male Human Mafia Consigliore (5/2)
Current Karma (0), Total Karma (0), Street Cred (0), Notoriety (0), Public Awareness (0)

GEAR (Current Nuyen: 1,995)
Horizon-Flynn Rapier: 500 Short Cougar Fineblade: 350
Fichette Executive Action [Regular] w/CQ Holster, Integral Smartlink & Spare Mag [Regular]: 947
Savalette Guardian [Regular] w/CQ Holster & Spare Mag [Regular]: 1,193
90x Regular Light Pistol Ammo: 180 (18)
18x EX Light Pistol Rounds: 144
18x Gel Light Pistol Rounds: 45
60x Regular Heavy Pistol Rounds: 120 (12)
12x EX Heavy Pistol Rounds: 96
12x Gel Heavy Pistol Rounds: 30
Armante Dress w/MAD Scanner & Scabbard: 2,800
Bike Racing Armor w/NC (5) & Scabbard: 1,750
Forearm Guards w/Tag Eraser & White Noise Generator (6): 1,050
Ballistic Mask: w/AE (2), Respirator (6), SSR, & Ultrasound (2): 2,650
Transys Avalon (6) w/Sim-Module: 5,100
1x MCT Eye Spy w/ EW (6) & SA (3) - (AS, CM [LL, TG, VM], DM, LRF, MS, ODM, OS, &RFF): 6,250 (W)
1x Trauma Patch: 500 (W)
Yamaha Rapier: 8,500
Fake SIN (4) [Alicia Masters]: 10,000
Fake Licenses (4) [Augmentations, Concealed Carry, Firearms, Sword, Vehicle Operation]: 4,000
1-Month Medium Lifestyle: 5,000

Cyberware & Bioware (396,800) (3.3)
Cybereyes (3) [Alpha] w/FC, IL, LL, SL, TG, VE(2), & VM : 33,600 (0.32)
Damage Compensators (4): 8,000 (0.4)
Datajack [Alpha]: 1,200 (0.08)
Muscle Augmentation (2): 62,000 (0.4)
Muscle Toner (2): 64,000 (0.4)
Orthoskin (2): 12,000 (0.5)
Reflex Recorder (Blades): 14,000 (0.1)
Sleep Regulator: 12,000 (0.1)
Synaptic Booster (2): 190,000 (1.0)

Description: Lithe and deadly, Sister Sin stands about 1.85 meters tall and weighs about 70 kilograms.
Her long blonde hair is typically braided into a tight ponytail, to keep it out of her face. Not
conventionally beautiful, her features are rather plain, with the exception of her matte gray cybereyes,
but she maintains a high level of fitness. When Sister Sin is on the job, she wears black, unadorned bike
racing armor along with a pair of white densiplast forearm guards and a black, ballistic mask painted
with a white cross across the face. She carries a Horizon-Flynn Rapier in a breakaway scabbard custombuilt
into her armor and a short Cougar Fine Blade in her left boot. She keeps a Fichette Executive Action
holstered in her right boot and a Savalette Guardian concealed at her right hip. An MCT Eye-Spy drone
hovers at her shoulder constantly. Iconography: Black, bloody angel with tattered wings and a cracked halo.

Concept: Former missionary, had plans to become a nun, captured by religious terrorists, assaulted and
abused, eventually released, unable to forgive her captors, approached by a secret order of Catholic
Order who stoked her desire for revenge, brainwashed and outfitted with bioware to make her an
assassin, completed a few missions before breaking her programming and fleeing, realized the Order
largely consisted of corrupt priests, lost faith and turned to the Shadows to survive.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-08-14/1421:29>
For the record, I have no objections to playing a Sister. Could have been unique team, although somewhat at odds with rednblack's vision of us as scheming, opportunistic mercenaries.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-08-14/1431:47>
Power Level: Standard, with 10 extra points to put into knowledge skills for character rounding purposes.  To reflect that you've been at your job for awhile now, I'll also add somewhere in the range of 10-15 karma to put into your character post-gen.  For running purposes, each PC will be outfitted with 1 rating 4 fake SIN, with matching Bounty Hunter License (rating 4) and Weapons or Magic License (rating 4).  It would still be advantageous to have another fake SIN or two for other purposes.

I'd like to keep this group fairly small so that the story can continually move forward.  Whichever role(s) are not filled by players will be covered by NPCs.  I could see us going as high as 4 players, but definitely not higher than that.  I could also see us moving forward with 2, but it's probably more wise to have at least 3 PCs.

I'm considering doing away with the Automatics Skill, having Pistols, Longarms, and Heavy Weapons cover all of your firepower needs.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-08-14/1603:21>
Power Level: Standard, with 10 extra points to put into knowledge skills for character rounding purposes.  To reflect that you've been at your job for awhile now, I'll also add somewhere in the range of 10-15 karma to put into your character post-gen.  For running purposes, each PC will be outfitted with 1 rating 4 fake SIN, with matching Bounty Hunter License (rating 4) and Weapons or Magic License (rating 4).  It would still be advantageous to have another fake SIN or two for other purposes.

I'd like to keep this group fairly small so that the story can continually move forward.  Whichever role(s) are not filled by players will be covered by NPCs.  I could see us going as high as 4 players, but definitely not higher than that.  I could also see us moving forward with 2, but it's probably more wise to have at least 3 PCs.

I'm considering doing away with the Automatics Skill, having Pistols, Longarms, and Heavy Weapons cover all of your firepower needs.

Naw, keep automatics. Automatics is great.

And i dig the 10-15 extra karma after char gen too.
I'll spend 10 and if it turns out to be 15, ill spend 5 more.

here she is, as she stands with the 10 knowledge karma and 10 post gen karma

== Info ==
Street Name: Sister Rebecca
Name: Annabelle Shuster
Movement: 14/28
Karma: 20
Street Cred: 2
Notoriety: 0
Public Awareness: 0
Human Female Age 27
Height 5ft11 Weight 192lbs
Composure: 10
Judge Intentions: 8
Lift/Carry: 9 (75 kg/50 kg)
Memory: 7
Nuyen: 400

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 4
STR: 5
CHA: 5
INT: 3
LOG: 2
WIL: 5
EDG: 2
MAG: 4

== Derived Attributes ==
Essence:                   6
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         6 + 2d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  6
Mental:                    4
Social:                    7
Astral:                    7

== Active Skills ==
Arcana                     : 1                      Pool: 3
Assensing                  : 5                      Pool: 8
Astral Combat              : 2                      Pool: 7
Banishing                  : 4                      Pool: 8
Blades                     : 6 [Swords]             Pool: 13 (15)
Computer                   : 1                      Pool: 3
Counterspelling            : 4 [Combat]             Pool: 8 (10)
Disenchanting              : 2                      Pool: 6
Gymnastics                 : 2                      Pool: 9
Heavy Weapons              : 2 [Grenade Launchers] Pool: 9 (11)
Navigation                 : 3                      Pool: 6
Perception                 : 3                      Pool: 6
Running                    : 2                      Pool: 7
Spellcasting               : 6 [Health]             Pool: 10 (12)
Summoning                  : 2                      Pool: 6
Survival                   : 3                      Pool: 8
Swimming                   : 2                      Pool: 7
Tracking                   : 3                      Pool: 6

== Knowledge Skills ==
Fashion                    : 1                      Pool: 4
Literature                 : 2                      Pool: 4
Magical Threats            : 4                      Pool: 6
Religion                   : 3 [Christianity]       Pool: 5 (7)
Small Unit Tactics         : 3                      Pool: 6

== Contacts ==
(3, 4) smuggler
(4, 1) cult member
(2, 2) beat cop

== Qualities ==
Astral Beacon
Code of Honor (Fundamentalist Christian)
Mystic Adept

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (10))
Armor                      DV: F-2
Heal                       DV: F-4
Increase Reflexes          DV: F
Mana Barrier               DV: F-2
Stabilize                  DV: F-4

== Powers ==
Astral Perception
Danger Sense Rating: 1
Empathic Healing
Enhanced Accuracy (skill) (Blades)
Improved Physical Attribute (AGI) Rating: 2

== Lifestyles ==
On the streets  homeless

== Armor ==
Armor Jacket                        12
   +Chemical Protection 4
   +Fire Resistance 4
   +Nonconductivity 4
   +Radiation Shielding 3
   +YNT Softweave Armor
   +Biomonitor
   +Trodes
Helmet                              2
   +Flare Compensation
   +Respirator Rating 6
   +Vision Enhancement Rating 2
   +Vision Magnification

== Weapons ==
ArmTech MGL-12
   +Extreme Environment Modification, Level 1
   +Gecko Grip
   +Spare Clip
   +Weapon Personality (Zealous Evangelist)
   Pool: 11   Accuracy: 4   DV: Grenade   AP: -   RC: 2
Minigrenade: High Explosive
   Pool: 9   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Sword Focus
   +Gecko Grip
   Pool: 18   Accuracy: 7   DV: 8P   AP: -2   RC: 2

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
   +Sim Module
   +Bug Scanner Rating 6
   +Micro-Transceiver
   +Tag Eraser
   +Datasoft (Daily Bible Verses)
   +Datasoft (Parafauna Update)

== Gear ==
Certified Credstick, Standard
Climbing Gear
Contacts Rating 1
   +Thermographic Vision
Fake SIN (Emily Sothering, Charity Worker) Rating 4
Fake SIN (Samantha Billingsly, Bounty Hunter) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
   +Fake License (Heavy Weapons License) Rating 4
   +Fake License (Focus license) Rating 4
Minigrenade: High Explosive x18
Monofilament Chainsaw
Reagents, per dram x60
Survival Kit
Weapon Focus (Bonded Foci) (Sword) Rating 3

It should be noted that the Smuggler is a close personal friend and HE holds the grenade launcher most of the time, as she doesn't walk the streets with that thing and she doesn't have a place to sleep right now.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: saithor on <12-08-14/1819:52>
I might join, depends on how much spare time I have. I'll start hashing together a character.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Malevolence on <12-08-14/1829:08>
I'll toss my hat in as well.


I'm thinking either cyber heavy combat monster or rigger, depending on how the house rules on riggers shake out.


Though I'm still leaning toward killing machine. A wooden club counts as wood for allergy damage right? And worst case I can get all pointy with the stakes. Buffy's not taken yet, is it? :p
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-08-14/2011:05>
I am penciling out a couple different approaches. Poindexter, do you have any background for Sister Rebecca other than Sixth World Paladin? I was thinking about referring to her in my backstory, maybe have her be an influence over the direction of my PC. Unless it is canon that Sister Rebecca is the newest member of the group?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-08-14/2048:43>
@saithor and @Malevolence, this is a planning thread, not a recruitment thread.  Should I open this up to recruitment I'll post in "Looking for Games", and I'll look forward to seeing what you have to offer. 

@Poindexter, can you elaborate on what "Code of Honor: Fundamentalist Christian" means to you, besides don't shoot the fetus?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: saithor on <12-08-14/2103:38>
Ok, misunderstood the nature, it's good.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-08-14/2321:23>
can you elaborate on what "Code of Honor: Fundamentalist Christian" means to you, besides don't shoot the fetus?

She follows the 10 commandments to the letter, however the bits about killing and stuff only apply to meta-humans, not to spirits and whatnot.
I'll come up with something more specific by the time we get going.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-08-14/2335:24>
@Tecumseh, nothing is really canon other than y'all hunt vampires, and the huntin's been slow. . . and dangerous lately.

@Poindexter, cool, I can work with that.  We can write up the mechanics pretty easily, I bet.  I'll say I'm not a big fan of the lose 1 karma + gain 1 public awareness for not following your code.  The karma I get, but the Public Awareness bit doesn't always make a lot of sense situationally.  I honestly prefer a lot of the drawbacks from the Mentor Spirits section, so I may look there for some inspiration. 
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-09-14/0330:55>
Very rough draft, awaiting further clarification about how generalized he/she needs to be. Leaning toward combat capabilities because that's how you stay alive while hunting vampires. Not really adding much to Sister Rebecca in terms of social or technical skills. I'm happy to power up or power down depending on the desired level of optimization.

This is an idea I've been toying with for a while, which is a (very) low-Magic character. I don't think I've ever played an augmented adept, although he/she barely qualifies as an adept. Not sure if the Randori (Vitals) technique applies to shooting as well or just melee combat, or if Randori (Vitals) stacks with the Sharpshooter quality.

Character concepts include a Christian warrior (Sir Dodge-a-Lot) or a NAN fighter (She-Who-Dodges-a-Lot). The exact weapon choices are flexible and somewhat dependent on the setting. The draft below features long Reach weapons, the better to keep vampires at bay with.

I picked Dog for a mentor spirit but could go Bear or Wolf too. Weapon-wise, I'd be interested in the HK XM30 modular weapon system to get a sniper rifle (since drilling vampires at a distance seems like a good policy) and an assault rifle in one - especially if we drop Automatics - but it is over the availability limit.

I have only spent 2 of the 10-15 extra karma. I picked up Computer and Etiquette because they seem like something everyone should have, but the dice pools are still pretty pathetic.

== Priorities ==
Resources: A - 450,000¥
Attributes: B - 20 Attributes
Skills: C - 28 Skills/2 Skill Groups
Special: D - Adept
Metatype: E - Human

== Attributes ==
BOD: 3
AGI: 4 (6)
REA: 5 (6)
STR: 3 (5)
CHA: 2
INT: 6
LOG: 2
WIL: 3
EDG: 3
MAG: 1 (2 from chargen, -1 from Essence loss)

== Derived Attributes ==
Essence: 5.01
Initiative: 2d6 + 12

== Limits ==
Physical 7
Mental 5
Social 5

== Active Skills ==
Athletics Skill Group: 1
Outdoors Skill Group: 1

Armorer (Firearms) 2 (4)
Automatics (Assault Rifles) 5 (7)
Blades (Swords) 5 (7)
Computer 1*
Etiquette 1*
Heavy Weapons 1*
Locksmith 1*
Palming 1*
Perception (Hearing) 5 (7)
Sneaking (TBD) 4 (6)

*from karma

== Knowledge Skills ==
TBD

== Positive Qualities (19 karma) ==
Adept
Agile Defender
Catlike
Mentor Spirit (Dog)
Sharpshooter

== Negative Qualities (25 karma) ==
Addiction (Moderate) (Stimulants)
Allergy (Uncommon, Mild) (TBD)
Dependent (Nuisance)
Prejudiced (Specific, Biased) (TBD)
SINner (National) (TBD)

== Powers ==
Combat Sense Rating: 1
Critical Strike (Blades)
Improved Sense (High Frequency Hearing) (from Mentor Spirit)
Improved Sense (Scent) (from Mentor Spirit)

== Cyberware/Bioware ==
Muscle Augmentation Rating 2 (alphaware)
Muscle Toner Rating 2 (alphaware)
Synaptic Booster Rating 1 (beta!)

== Weapons ==
Ares Alpha
Katana (Weapon Focus 3)

== Martial Arts ==
Kenjutsu
   +Iaijutsu
Okichitaw
   +Randori (Vitals)

== Gear ==
Weapon Focus (Bonded Foci) (Katana) Rating 3
+¥130k of stuff I may or may not need
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-14-14/0237:38>
I found a face for Sister Rebecca!

http://i.telegraph.co.uk/multimedia/archive/01686/army-3_1686135c.jpg

And i just realized i need to change out something. This chick should speak latin, or at LEAST read it, y'know?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1112:01>
8-bit has agreed to join the game, so that gives us our 3.  The character has been built to reflect being in the vamp hunting game for awhile, so he might be a natural choice for group leader.  The big hole in the team right now is matrix overwatch and tech support, so I'll drum up a GMPC rigger/tech character to play a support role. 
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1125:43>
now, correct me if im wrong, but this is two people who have been vamp hunters for a while, cause of the money, but now the money is starting to dry up and other teams of vamp hunters are dropping like flies. Into this mix, comes sister rebecca, defender of the light, and slayer of demons, who mis-identifies this team of mercs as persecuted foes of darkness and rushes to their aid?

Am i seeing this correctly, so far?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1131:09>
now, correct me if im wrong, but this is two people who have been vamp hunters for a while, cause of the money, but now the money is starting to dry up and other teams of vamp hunters are dropping like flies. Into this mix, comes sister rebecca, defender of the light, and slayer of demons, who mis-identifies this team of mercs as persecuted foes of darkness and rushes to their aid?

Am i seeing this correctly, so far?

I think that's 1 way to run it, and probably the most interesting should she start to become disillusioned with the team for whatever reason. 

Sister Rebecca might also already know that they're a bunch of bloated apostates whose principle vice is avarice, but she can do the Lord's work -- and maybe even bring these poor sinners into the fold -- through joining them.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-15-14/1400:35>
I'm thinking of having my character fall under the charisma of Sister Rebecca, maybe even have that be the catalyst for my character's late Awakening. (Or, perhaps my character was Awakened the whole while and just didn't realize it until Sister Rebecca came along).

Very happy to have 8-bit as the group leader.

Any feedback on the draft I put out there? Needs more of something, less of something else? I can tailor it to the game style and setting, once we know more.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1423:55>
Did we decide if we were doing 10 or 15 post char gen karma?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1423:59>
Any feedback on the draft I put out there? Needs more of something, less of something else? I can tailor it to the game style and setting, once we know more.

As a low magic character, I see nothing really wrong with it. I like the concept actually. Only things I would do would be take one point out of Armorer to put into Automatics or Blades, and maybe one point out of Sneaking to put in the other. I also question the Betaware Synaptic Boosters, as I wasn't aware we were allowed to have Betaware.

I'll try to get a backstory up for you guys soon, but here's a draft of the character sheet. I wasn't aware when I first made it that we got a free Fake SIN; so it's probably going to change a bit.



== Info ==
Street Name: Stake
Name: Alejandro Circo
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf; Male; Age 87
Height 182.88 cm; Weight 110 kg
Composure: 13
Judge Intentions: 13
Lift/Carry: 7 (45 kg/30 kg)
Memory: 7
Nuyen: 30

== Priorities ==
Metatype: D - Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 4
AGI: 4 (6)
REA: 2 (5)
STR: 1 (3)
CHA: 8
INT: 5
LOG: 2
WIL: 5
EDG: 2

== Derived Attributes ==
Essence:                   0.005
Initiative:                10 + 2d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  5
Mental:                    5
Social:                    11
   Mortimer of London: Argentum Coat [+1] (Must be visible)

== Active Skills ==
Automatics 6 [Assault Rifles] - Pool: 12 (14)
Con 1 - Pool: 9
Disguise 1 - Pool: 6
Etiquette 1 - Pool: 9
Gymnastics 1 - Pool: 7
Impersonation 1 - Pool: 9
Intimidation 6 [Interrogation] - Pool: 14 (16)
Negotiation 6 [Bargaining] - Pool: 14 (16)
Palming 1 - Pool: 7
Perception 6 [Visual] - Pool: 11 (13)
Performance 1 - Pool: 9
Pilot Ground Craft 1 - Pool: 6
Running 1 - Pool: 4
Sneaking 1 - Pool: 7
Swimming 1 - Pool: 4

== Skill Groups ==
Acting 1
Athletics 1
Stealth 1

== Knowledge Skills ==
Alcohol 4 - Pool: 9
Area Knowledge: Wherever we go; assuming we start there; otherwise, default Seattle 4 - Pool: 9
English N
Infected Behavior 4 - Pool: 9
Infected Physiology 4 - Pool: 9
Infected Theory 3 - Pool: 8
Japanese 6 - Pool: 11
Music 2 - Pool: 7
Spanish N
Street Drugs 2 - Pool: 7

== Qualities ==
Addiction (Moderate) (Alcohol)
Aged (Rating 1)
Bilingual
Consummate Professional
First Impression
Low-Light Vision
SINner (National) (UCAS)

== Lifestyles ==
Bolt Hole 4 months
House 1 month
Storage Facility 2 months

== Cyberware/Bioware ==
Bone Lacing (Titanium)
Datajack
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Platelet Factories
Reaction Enhancers Rating 2
Smartlink
Tailored Pheromones Rating 3
Wired Reflexes Rating 1

== Armor ==
Armor Jacket                        12
   +Chemical Protection 6
   +Electrochromic Clothing
   +Nonconductivity 6
   +Radiation Shielding 3
   +Shock Weave
   +YNT Softweave Armor
Custom Ballistic Mask               2
   +Biomonitor
   +Bug Scanner Rating 6
   +Flare Compensation
   +Gas Mask
   +Micro-Transceiver
   +Vision Magnification
Form-Fitting Body Armor             8
   +Concealability
   +Custom Fit
   +Electrochromic Clothing
   +Shock Weave
Mortimer of London: Argentum Coat   4
   +Chemical Protection 4
   +Concealability
   +Custom Fit (Stack)
   +Electrochromic Clothing
   +Insulation 4
   +Nonconductivity 6
Securetech PPP: Arms Kit            1
Securetech PPP: Legs Kit            1
Vashon Island: Synergist Business Line9
   +Custom Fit
   +Electrochromic Clothing
   +Insulation 2
   +Shock Weave
   +Concealable Holster
Vashon Island: Synergist Business Line Longcoat3
   +Custom Fit (Stack)
   +Electrochromic Clothing
   +Nonconductivity 6
   +Holster

== Weapons ==
AK-97
   +Advanced Safety System, Basic
   +Gas-Vent 3 System
   +Personalized Grip
   +Safe Target System, Additional set of RFID or GPS data (10 data sets)
   +Safe Target System, Base
   +Safe Target System, Extra image profiles (10 profiles)
   +Safe Target System, Image Recognition Capabilities
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 12 (14)   Accuracy: 8   DV: 10P   AP: -2   RC: 4
Ares Alpha
   +Advanced Safety System, Basic
   +Gas-Vent 3 System
   +Personalized Grip
   +Safe Target System, Additional set of RFID or GPS data (10 data sets)
   +Safe Target System, Base
   +Safe Target System, Extra image profiles (10 profiles)
   +Safe Target System, Image Recognition Capabilities
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 12 (14)   Accuracy: 8   DV: 11P   AP: -2   RC: 7
Grenade: Flash-Bang
   Pool: 5   Accuracy: 5   DV: 10S (10m Radius)   AP: -4   RC: 1
Grenade: Fragmentation
   Pool: 5   Accuracy: 5   DV: 18P(f) (-1/m)   AP: +5   RC: 1
Grenade: High Explosive
   Pool: 5   Accuracy: 5   DV: 16P (-2/m)   AP: -2   RC: 1
Steyr TMP
   +Advanced Safety System, Basic
   +Concealed Quick-Draw Holster
   +Gas-Vent 3 System
   +Laser Sight
   +Personalized Grip
   +Safe Target System, Additional set of RFID or GPS data (10 data sets)
   +Safe Target System, Base
   +Safe Target System, Extra image profiles (10 profiles)
   +Safe Target System, Image Recognition Capabilities
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 12   Accuracy: 7   DV: 7P   AP: -   RC: 4
Unarmed Attack
   Pool: 5   Accuracy: 5   DV: 6P   AP: -   RC: 1

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3) x3
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Sim Module

== Gear ==
Ammo: APDS (Assault Rifles) x300
Ammo: Flechette Rounds (Assault Rifles) x100
Ammo: Flechette Rounds (Machine Pistols) x100
Ammo: Gel Rounds (Assault Rifles) x200
Ammo: Regular Ammo (Assault Rifles) x200
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Stick-n-Shock (Machine Pistols) x100
Bug Scanner Rating 6
Certified Credstick, Gold x2
Certified Credstick, Silver x4
Certified Credstick, Standard x4
Contacts Rating 3
   +Vision Enhancement Rating 3
Fake SIN (Gregory Maxwell) Rating 4
   +Fake License (Restricted Cyberware) Rating 4
   +Fake License (Restricted Bioware) Rating 4
   +Fake License (Infected Hunter) Rating 4
   +Fake License (Gas-Vent 3 System) Rating 4
   +Fake License (Smartgun System, Internal) Rating 4
   +Fake License (AK-97) Rating 4
   +Fake License (Gas-Vent 3 System) Rating 4
   +Fake License (Smartgun System, Internal) Rating 4
   +Fake License (Flash-Bangs) Rating 4
   +Fake License (Concealed Carry) Rating 4
   +Fake License (Kamikaze) Rating 4
   +Fake License (Bug Scanner) Rating 4
   +Fake License (Tag Eraser) Rating 4
   +Fake License (Stealth Tags) Rating 4
Grenade: Flash-Bang x10
Grenade: Fragmentation x10
Grenade: High Explosive x10
Jammer, Area Rating 4
Jammer, Directional Rating 6
Kamikaze x5
Laés x5
Long Haul x10
Medkit Rating 6
Medkit Supplies x3
Micro-Transceiver
Sensor Tags x100
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch x2
Stealth Tags x100
Survival Kit
Tag Eraser
Tool Kit (Disguise Kit)
White Noise Generator Rating 6

== Vehicles ==
Hyundai Shin-Hyung (Sport Sedan)
   +Sensor Array Rating 2

== Karma Expenses ==
25 Starting
+24 Negative Qualities
-16 Positive Qualities
-10 for Edge 2
-10 for 20,000 nuyen
-2 for Etiquette 1
-2 for Pilot Ground Craft 1
-5 for Athletics 1

4 Remaining



I'll make it pretty to look at later, just pasting from Chummer for the moment. I did use the free Knowledge Points, but no extra Karma yet.

Edit: And I already see that I forgot to license my Steyr TMP, whoops.



Also, I heard some talk about specialized weapons. What about a Stake Launcher? I would totally respec points to get one of those. Although, I suppose that's probably the same as a crossbow, just stakes instead of bolts. Are we going to go with Silver bullets at all, or something along those lines? I assume coating weaponry in silver while hunting a Banshee, for example, would be ideal (bypass regeneration and the like), and probably not unreasonable for hunters of the Infected. Just my thoughts.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1434:41>
that wired reflexes really hurts the essense, man.

You SURE that extra d6+1 is worth 2 essense?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1440:25>
Ugh, Chummer doesn't show the Grade of 'Ware.

It's actually 1.6 Essence because they are Alphaware. I actually am not that sure, but I wanted some sort of initiative enhancement. Drugs can be unreliable, are addictive, and I can't exactly double dose on Kamikaze that well. I figure if my guy is in the business of hunting Infected, he needs something.

I also kind of created the guy to be a Face, but also really tanky (well, somewhat tanky anyways). I do notice the 0.005 Essence now ... that's probably the lowest I've ever gone.

It's definitely something to think about; that way I can upgrade Reaction Enhancers to still get 10 + 1d6.

Here is the grade of all the 'ware.

Titanium Bone Lacing - Used | 1.875 Essence
Datajack - Alphaware | 0.08 Essence
Reaction Enhancers 2 - Alphaware | 0.48 Essence
Implanted Smartlink - Alphaware | 0.16 Essence
Wired Reflexes 1 - Alphaware | 1.6 Essence
Muscle Augmentation 2 - Used | 0.5 Essence
Muscle Toner 2 - Used | 0.5 Essence
Platelet Factories - Standard | 0.2 Essence
Tailored Pheromones 3 - Standard | 0.6 Essence
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1447:19>
@Tecumseh, I think your character looks solid.  I'm down for the hook you described as well.  I do not think that Randori (Vitals) will stack with Sharpshooter.  Could be really cool to have the grizzled and disillusioned professional heading up a team of idealistic -- and zealous -- recruits.  Sir Dodges-a-Lot/She Who-Dodges-a-Lot could be a good in between there.

Re: XM 30, I'm actually tempted to go Availability 15 for this game, given the higher power threshold already in place.  Let's do it.  Availability 15 is the limit.  Happy toy hunting.

@All, I'm going to with a total of 15 bonus karma to use to augment your characters.  Note that these are 15 post char gen karma, so you can start the game with more than 1 specialization for a given skill, etc. 

Right now I'm toying with the possibility of having either 1 GMPC character to cover tech needs or having a stable of runners y'all can contract for jobs.  Any ideas? 

Last items on the agenda

1. Location.  I'm still not sure about this.  Leaning more toward globe-trotting runners, but Manhattan, Winnipeg, or Seattle all seem like natural candidates.  There's not much on Winnipeg that I can find, though.

2. Contacts.  At your convenience I'd like to see some write-ups on who y'all know.  I'll be creating a fence, a fixer, and an information broker who are all somehow involved in the vampire hunting game, or are at least knowledgeable about it.  I'll post those shortly.

ETA: not stakes per se, but I'll allow wooden flechettes for firearms.  You don't really need stakes to put a vampire down.  Wood will make it lose regeneration, and then a steady application of bullets should put it in the dirt for good.  Silver bullets will indeed be handy for Banshees, so those will be available for regular APDS, and Explosive ammo to the tune of an extra ¥150 per box.





 
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1516:52>
Availability 15 is the limit.  Happy toy hunting.

Sweet.

@All, I'm going to with a total of 15 bonus karma to use to augment your characters.  Note that these are 15 post char gen karma, so you can start the game with more than 1 specialization for a given skill, etc. 

Right now I'm toying with the possibility of having either 1 GMPC character to cover tech needs or having a stable of runners y'all can contract for jobs.  Any ideas? 

Last items on the agenda

1. Location.  I'm still not sure about this.  Leaning more toward globe-trotting runners, but Manhattan, Winnipeg, or Seattle all seem like natural candidates.  There's not much on Winnipeg that I can find, though.

2. Contacts.  At your convenience I'd like to see some write-ups on who y'all know.  I'll be creating a fence, a fixer, and an information broker who are all somehow involved in the vampire hunting game, or are at least knowledgeable about it.  I'll post those shortly.

ETA: not stakes per se, but I'll allow wooden flechettes for firearms.  You don't really need stakes to put a vampire down.  Wood will make it lose regeneration, and then a steady application of bullets should put it in the dirt for good.  Silver bullets will indeed be handy for Banshees, so those will be available for regular APDS, and Explosive ammo to the tune of an extra ¥150 per box.

1. Seattle is always a classic; I don't know much about Manhattan. Is there a source book I could get my hands on?

2. I'll try to get that to you tonight or tomorrow.

3? (response to ETA) All right, cool. I like that thought. Are the wooden flechettes more expensive? Either way, I'll make sure I separate the different ammo types on my sheet when I finalize it.

Edit: On NPCs, I think it depends on how we decide we know each other. Are we a more closely-knit group, or just meeting each other? If we are just meeting each other, a stable of runners makes sense; making them sort of other players in the Infected hunting game. If we are a more closely-knit group, then 1 NPC would be easier to trust, I would think.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-15-14/1624:19>
I did take Beta synaptic boosters. I was only going by Availability 12; I forgot that chargen only allows up to alphaware. If Beta gets nixed I would have to drop a point of muscle toner or aug. Alternatively, I could drop the boosters, rely on Jazz and Cram, and fill the remaining essence with more aug/toner (now that the Availability limit is higher).

I always vote Seattle, since I live there. My primary association with Manhattan is a lot of red tape and jumping through hoops when it comes to the permits that are required to move about freely. What I know about Winnipeg is what I read on Wikipedia just now.

I'm in a bit of a time crunch at the moment, trying to finish a report by Wednesday, holiday shopping, then getting out of town on Saturday, all while keeping my other games going. I should have some additional time by Thursday or Friday but I won't be very quick for the next couple days.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-15-14/1643:06>
Also, might be an interesting story element if 8-bit is the grizzled leader trying to repopulate his team after recent "losses" due to increased competition. I was thinking my character would be not a rookie but still junior to 8-bit. Enough experience to explain ¥450k of resources but maybe second-guessing himself/herself after recent casualties for which I may or may not feel responsible. (This would tie into either Bear or Dog as a mentor spirit.) Feeling threatened and hitting the combat stims harder as a result, but also open to Sister Rebecca's faith to hedge my bets.

Are we playing that Cram/Jazz would stack with other initiative boosters or are they incompatible?

Did we decide if we're collapsing Automatics into Pistols and Longarms?

I could go Longarms (for shotguns and sniper rifles) to further differentiate from 8-bit. My character appears to be shaping up as the stealthy one of the group, maybe the perceptive guy/gal on point.

I might drop Randori (Vitals) if it's only for melee since it costs a good deal of karma and I'll have a weapon focus to address a vampire's Regeneration power. Shooting-wise I still might use the Sharpshooter quality to go for headshots, although the value of that is somewhat dependent on what dicepool modifier rednblack requires to hit the brain or spinal cord.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1646:48>
Also, might be an interesting story element if 8-bit is the grizzled leader trying to repopulate his team after recent "losses" due to increased competition. I was thinking my character would be not a rookie but still junior to 8-bit. Enough experience to explain ¥450k of resources but maybe second-guessing himself/herself after recent casualties for which I may or may not feel responsible. (This would tie into either Bear or Dog as a mentor spirit.) Feeling threatened and hitting the combat stims harder as a result, but also open to Sister Rebecca's faith to hedge my bets.

Just to clarify. My guy is trying to repopulate his team after recent "losses". Who is hitting the stims harder, you or me?

Anyway, I could get behind that.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1655:21>
Also, might be an interesting story element if 8-bit is the grizzled leader trying to repopulate his team after recent "losses" due to increased competition.

Where the losses are coming from is anybody's guess, but this was my thought as well.  I'd like for the team to trust one another, so Sister Rebecca would probably know Tecumseh's character for awhile, but as the game gets underway, it might be there first time out as the new crew.

I was thinking my character would be not a rookie but still junior to 8-bit. Enough experience to explain ¥450k of resources but maybe second-guessing himself/herself after recent casualties for which I may or may not feel responsible. (This would tie into either Bear or Dog as a mentor spirit.) Feeling threatened and hitting the combat stims harder as a result, but also open to Sister Rebecca's faith to hedge my bets.

Cool.  I dig this.

Are we playing that Cram/Jazz would stack with other initiative boosters or are they incompatible?

Drugs stack with other initiative boosters.

Did we decide if we're collapsing Automatics into Pistols and Longarms?

We're going to keep the firearms types as listed in SR5.

I might drop Randori (Vitals) if it's only for melee since it costs a good deal of karma and I'll have a weapon focus to address a vampire's Regeneration power. Shooting-wise I still might use the Sharpshooter quality to go for headshots, although the value of that is somewhat dependent on what dicepool modifier rednblack requires to hit the brain or spinal cord.

Just the dicepool modifiers for Called Shots.  Defense and soak rolls will determine whether or not you hit the brain or spinal cord.

ETA: the sourcebook for Manhattan is The Rotten Apple, but I don't have my grubby little hands on it.  I think we'll probably go Seattle.  Fair warning, I don't have any books outside of 5th edition stuff, and I don't have all of those, so we'll be straying from canon for things that I can't find on ye olde interwebs. 

ETA 2: Wow, the Manhattan book is only like four bucks.  Hmmm.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1826:04>
Again, I vote for chicago, but I know I'm the only one who loves that city.

Also, would anyone mind if I re-did sister rebecca? Keeping the theme the same, just jiggling some of the numbers. I just realized im missing a couple skills im gonna need.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1828:48>
Again, I vote for chicago, but I know I'm the only one who loves that city.

Also, would anyone mind if I re-did sister rebecca? Keeping the theme the same, just jiggling some of the numbers. I just realized im missing a couple skills im gonna need.

You're not the only one who loves Chi-town.  I'm having a hard time wrapping my head around vampires in that city, though.  I'd think all of the vampires with means would have "bugged" out to avoid FAB III and the insect spirits (this town ain't big enough for the both of us).

Absolutely fine with you re-tooling Sister Rebecca as you see fit.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1836:14>
It's not that I don't like Chicago, I do, I just don't know anything about any Infected population being there. Okay, maybe one thing. There was a huge ghoul population that got massacred by the Strain III FAB. I also don't know how we would cash in bounties in the fairly lawless CZ. People would probably just say "Good riddance." and "Thank you." (maybe), but where would we turn them in for cash?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1842:19>
Yeah, good point. I if i were a vampire I'd stay as far away from FAB III as i could. probably slim pickins in chicago, now that i think about it like that.

Also, can this 15 post char gen karma be spent on contacts?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/1858:46>
Also, can this 15 post char gen karma be spent on contacts?

Certainly.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1926:37>
2. Contacts.  At your convenience I'd like to see some write-ups on who y'all know.  I'll be creating a fence, a fixer, and an information broker who are all somehow involved in the vampire hunting game, or are at least knowledgeable about it.  I'll post those shortly.

I've two contacts who I know pretty well; Saahir, a smuggler who I buy most of my gear from, and Marcus, a man from the church whom i've known since childhood. He's insanely jealous of me, and he's the one I get jobs and info from the church through. I've got 4 points left over for contacts, and I can't figure out where to put em.

tell me more about your fence, fixer, and info broker? maybe I'll use one of them, eh?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1936:47>
Oh, and here's the new Sister Rebecca

== Info ==
Street Name: Sister Rebecca Redux
Name: Annabelle Shuster
Movement: 14/28
Karma: 25
Street Cred: 3
Notoriety: 0
Public Awareness: 1
Human Female Age 27
Height 5ft11 Weight 214lbs
Composure: 10
Judge Intentions: 8
Lift/Carry: 9 (60 kg/40 kg)
Memory: 7
Nuyen: 330

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 5
AGI: 5 (7)
REA: 4
STR: 4
CHA: 5
INT: 3
LOG: 2
WIL: 5
EDG: 2
MAG: 4

== Derived Attributes ==
Essence:                   6
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         6 + 2d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  6
Mental:                    4
Social:                    7
Astral:                    7

== Active Skills ==
Arcana                     : 1                      Pool: 3
Armorer                    : 1                      Pool: 3
Assensing                  : 5                      Pool: 8
Astral Combat              : 1 [[Sword focus]]      Pool: 6/8
Banishing                  : 4                      Pool: 8
Binding                    : 4                      Pool: 8
Blades                     : 6 [Swords]             Pool: 13 (15)
Computer                   : 1                      Pool: 3
Counterspelling            : 6 [Combat]             Pool: 10 (12)
Disenchanting              : 2                      Pool: 6
First Aid                  : 1                      Pool: 3
Gymnastics                 : 1                      Pool: 8
Heavy Weapons              : 1 [Grenade Launchers] Pool: 8 (10)
Leadership                 : 1                      Pool: 6
Navigation                 : 1                      Pool: 4
Perception                 : 5                      Pool: 8
Running                    : 1                      Pool: 5
Sneaking                   : 3                      Pool: 10
Spellcasting               : 4 [Health]             Pool: 8 (10)
Summoning                  : 4                      Pool: 8
Survival                   : 1                      Pool: 6
Tracking                   : 1                      Pool: 4

== Knowledge Skills ==
Fashion                    : 1                      Pool: 4
Latin                      : 1 [Read/Write]         Pool: 4 (6)
Literature                 : 3                      Pool: 6
Magic Traditions           : 1                      Pool: 3
Magical Threats            : 1                      Pool: 3
Religion                   : 2 [Christianity]       Pool: 4 (6)
Small Unit Tactics         : 3                      Pool: 6

== Contacts ==
Marcus (4, 1)
Someone (2, 2)
Saahir (5, 2)

== Qualities ==
Astral Beacon
Code of Honor (Fundamentalist Christian)
Mystic Adept

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (10))
Armor                      DV: F-2
Heal                       DV: F-4
Increase Reflexes          DV: F
Mana Barrier               DV: F-2
Stabilize                  DV: F-4

== Powers ==
Astral Perception
Danger Sense Rating: 1
Empathic Healing
Enhanced Accuracy (skill) (Blades)
Improved Physical Attribute (AGI) Rating: 2

== Lifestyles ==
Wandering from shelter to shelter  1 months

== Armor ==
Armor Jacket                        12
   +Chemical Protection 6
   +Fire Resistance 6
   +Insulation 3
   +YNT Softweave Armor
   +Biomonitor
   +Trodes
Helmet                              2
   +Flare Compensation
   +Respirator Rating 6
   +Vision Enhancement Rating 2
   +Vision Magnification

== Weapons ==
ArmTech MGL-12
   +Extreme Environment Modification, Level 1
   +Gecko Grip
   +Laser Sight
   +Spare Clip
   +Weapon Personality
   Pool: 8 (10)   Accuracy: 5   DV: Grenade   AP: -   RC: 2
Minigrenade: High Explosive
   Pool: 8   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Sword
   Pool: 13 (15)   Accuracy: 7   DV: 7P   AP: -2   RC: 2
Unarmed Attack
   Pool: 6   Accuracy: 6   DV: 4S   AP: -   RC: 2

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
   +Sim Module
   +Bug Scanner Rating 6
   +Tag Eraser
   +Micro-Transceiver
   +Datasoft (Daily Bible Verse)
   +Datasoft (Parafauna Update)

== Gear ==
Contacts Rating 1
   +Thermographic Vision
Fake SIN (Emily Sothering, Charity worker) Rating 4
Fake SIN (Samantha Billingsly, Bounty Hunter) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
   +Fake License (Weapon Focus License) Rating 4
   +Fake License (Heavy Weapons License) Rating 4
   +Fake License (Mage License) Rating 4
Minigrenade: High Explosive x24
Reagents, per dram x30
Weapon Focus (Bonded Foci) (Sword) Rating 3

== Background ==
Annabelle was a frail child; born human, sickly, and 2 months premature to a pair of elves who gave her up for adoption as soon as they saw what she was. Her earliest memories are of the church. Every sunday, she and all the other kids from the adoption center would go there together and even though most of the other kids seemed bored, Anna was positively ENTHRALLED. The ceremony... The lighting... The clothes... The language... The music... The WORDS!!! In her short little life so far, she'd only ever known pity at best and ridicule at worst, but here inside these walls and surrounded by these stained glass windows, she was taught about hope. She learned all the words to all the songs, even though her singing voice was average on her best days. She learned all the words to the prayers and the chants, even though they were in latin and she didn't understand what a word of it meant. She was maybe 9 by the time she'd become such a fixture at the church, cleaning up, cooking, helping out, and making friends, that she was formally adopted by the church and went to live there for good.

It was maybe three years after then that she awakened. At first, Anna saw it as a child would; A blessing of wisdom and strength from God himself. But once she learned that it came with responsibilities and changes she wasn't ready for yet, she was hesitant. Once they saw her talents, they wanted her to go away to an old Gregorian monestary to be trained and taught. She was afraid to go. What kind of holy warrior was she supposed to be? She just wanted to stay in the church and sing the songs, tend to the books, dust the statues, marry a nice man and grow old. But God had chosen her for something else. What could she do? She said goodbye to her friends in the church and left [CITY], never to see them again. Well, most of them, anyway.

To be continued...
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-15-14/1941:30>
We all have Logic 2. How are we still alive?

rednblack's NPC better have a whip and a dictionary to keep us moving in the right direction.

I figure 8-bit spent all his essence so that the vampires wouldn't get any of it if and when they finally get him.

I read Bug City not long ago but I don't know much about what's happened to Chicago over the last 20 years. I haven't read about Manhattan in a couple years either. Part of my reluctance is having to research and learn a new city on top of other gaming duties.

Yay or nay on the betaware? Should I drop it?

Any other opinions on Longarms vs. Automatics? Do we want one person to have Longarms or are we fine with assault rifles?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/1946:36>
We all have Logic 2. How are we still alive?

I don't know about you, but Sister Rebecca is still alive because she walks in the glory and the mercy of the almighty God and he still has plans for her before she's welcomed into his holy kingdom of light.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/1951:54>
I figure 8-bit spent all his essence so that the vampires wouldn't get any of it if and when they finally get him.

You see, the thing I've learned in the last 40 years of being in the business is that if you aren't food, they don't eat you!

Does that sound like Logic 2?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/2011:12>
I figure 8-bit spent all his essence so that the vampires wouldn't get any of it if and when they finally get him.

You see, the thing I've learned in the last 40 years of being in the business is that if you aren't food, they don't eat you!

Does that sound like Logic 2?

True, but Becca's never dealt with a vamp. She's more the evil spirit hunter sorta deal. This is gonna be an interesting game cause thematically, its right up her alley, but actual experience and skill wise, she's utterly unprepared for this. I can't wait!

:)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-15-14/2104:46>
I can't wait!

Agreed, I think this game is going to be a lot of fun.

Just for curiosity's sake, can you use the 15 Karma post-gen to Initiate? It doesn't affect me, but just curious.

Edit: All right a few more questions.

Can we cash in any of the bonus Karma for more money? If not, that's fine, just making sure.

Are those wooden flechettes more expensive?

Are we allowed to have Betaware?

Finally, are we expecting to get jobs from employers, or just being on the lookout for Infected? Browsing sites for heads-ups on recent Infected activity (which would probably have competition) or what? Just curious.

Edit #2: Just one more that I forgot. What is your ruling on Fake Licenses? I assume a Restricted Cyberware and Restricted Bioware License are fine, as is Concealed Carry for Ammo and stuff, but what about Smartgun systems and Gas-vent Systems? Do those need to be separately licensed? Also, what about Bug Scanner, and Tag Eraser? Normally I would group them under a "Security Consultant" license, but that's not really ideal here.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-15-14/2331:52>
I figure 8-bit spent all his essence so that the vampires wouldn't get any of it if and when they finally get him.

You see, the thing I've learned in the last 40 years of being in the business is that if you aren't food, they don't eat you!

Does that sound like Logic 2?

Being highly augmented is actually a pretty good defensive strategy, on the one hand anyway.  The threshold to drain a point of essence from Stake is 9, with each test taking 1 minute.  Of course, should a vampire hit that threshold, Stake is kaput.

Yay or nay on the betaware? Should I drop it?

Betaware is a yay, as long as it stays within the Availability 15 threshold.

Just for curiosity's sake, can you use the 15 Karma post-gen to Initiate? It doesn't affect me, but just curious.

I'd rather not.

Can we cash in any of the bonus Karma for more money? If not, that's fine, just making sure.

Meh.  I guess so.  I don't really have strong feelings about that, so sure.

Are those wooden flechettes more expensive?

Yes, to the tune of 50¥ extra per box.  Most of what you're paying for is someone loading brass, but wood is also rather rare and it's a pain in the ass to whittle down all those toothpicks.  Sawdust grenades are 100¥ each, and sawdust shotgun shells sell for 80¥ per box.

Are we allowed to have Betaware?

Yes.

Finally, are we expecting to get jobs from employers, or just being on the lookout for Infected? Browsing sites for heads-ups on recent Infected activity (which would probably have competition) or what? Just curious.

@All, this is an important one.  It's up to you guys to find these bloodsuckers.  If one is particularly nasty and inept, there's a chance that someone will contract out for its removal, but the good old days are over.  Best chance now is to catch wind of a newly turned vampire before they get smart and off him for the reward money.  You won't be making the big ¥ that way -- the majority of the income comes from liquidating the assets left behind -- but it's what you've been left with lately.  There will be a sizable investigation aspect to this game.  I'm not terribly concerned about the LOG 2 chars, as the investigation part will be more role-play than roll-play, but face and social skills will come in handy. 

You guys will get the big paydays when you can track down old vampires, vampires that have learned not to pull more than one victim from the same club in the same year, vampires that have learned to mask their aura against simple assensing tests, and vampires that will even sit and have a drink with you knowing that they've got 38 minutes before they'll need to puke their guts out after that second beer.  These are the infected that control Mitsuhama boardrooms without ever setting foot on a corporate campus, and they might even be older than the 6th world itself.  They're also where you're going to find your half mil payouts -- and that's with your fence offering pennies on the dollar to quote an old Americanism.

Edit #2: Just one more that I forgot. What is your ruling on Fake Licenses? I assume a Restricted Cyberware and Restricted Bioware License are fine, as is Concealed Carry for Ammo and stuff, but what about Smartgun systems and Gas-vent Systems? Do those need to be separately licensed? Also, what about Bug Scanner, and Tag Eraser? Normally I would group them under a "Security Consultant" license, but that's not really ideal here.

I'm good with running my licenses in groups.  If you get a Concealed Carry permit, that'll handle all the R items for firearms.  Bounty Hunter License will cover most B&E gear, as well as Bug Scanners and Jammers.  If you can make a case for why a certain item would be listed under a particular license, it probably will be, but let me know if it's a stretch so I can make a call, wiz?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-15-14/2337:08>
Betaware is a yay, as long as it stays within the Availability 15 threshold.

avail 15?
not 12?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/0148:41>
Quick question on Kamikaze and Autoinjectors. Since it's an inhalation drug, what about putting it into my ballistic mask? Would that work?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/0203:59>
Betaware is a yay, as long as it stays within the Availability 15 threshold.

avail 15?
not 12?

Yes.  Availability has been upped to 15.

Quick question on Kamikaze and Autoinjectors. Since it's an inhalation drug, what about putting it into my ballistic mask? Would that work?

Sure.  As far as autoinjectors work, I would think that any inhalation vector toxin could work off of either an inhalation or injection dose in an autoinjector, so feel free to put it where you'd like.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1318:01>
Contacts

Duncan Abbey: Fence: Connection: 6 (Team Contact)

A finely chiseled elf of African ancestry and British upbringing, Mr. Abbey is a dealer in art and fine antiques.  He keeps an office in Downtown Seattle, in what was once the Queen Anne District, in Manhattan, and another in Tokyo.  While he has a penchant for jewelry, Mr. Abbey has a way of keeping his understated and classical, favoring British styles, tie pins, and mechanical pocket watches.  Aside from his taste for the finer things in life, Mr. Abbey is a soft-spoken and shrewd businessman who is always thinking about the long game.  While he's not above using his status and education to softly bully new shadowrunners, when he sees potential for a fruitful business relationship he does his best to make sure that each party is satisfied, assuming that it won't cut too far into his bottom line, of course.

Rose Delayne (Raven): Fixer: Connection 3

A paranormal investigator turned Ghoul, Raven is a go-to source for information about the Infected, their habits, their weaknesses, and certain goings on in some of the more unsavory corners of Seattle.  She stands a meter-and-a-two-thirds tall, is lanky -- as ghouls tend to be -- and has a pair of obvious cyber eyes which help her do most of her work on the matrix.  She is a regular contributor to Grotto1, where she uses the handle "Nevermore."  For those who have never met Raven in the flesh, it is not common knowledge that she is a ghoul.  Raven is one of the self-loathing ghoul types, and she makes every effort to inform the non-infected and infected alike in her life that she only eats scraps that she buys from street docs.

Father Jim Mallory: Talismonger: Connection 3

A Benedictine Monk by education, Father Mallory is a talismonger by trade.  He is large, even by troll standards, of mostly Irish ethnicity, and a man who's quick to smile.  A Christian Theurgist, Father Mallory runs his shop out of Saint Monica's Church, a small congregation on the border between the Redmond Barrens and Bellevue.  He does his best to keep his finger on the pulse of his corner of Seattle, but given that everything he hears is filtered through his own worldview, sometimes some of the cold hard facts get lost in the translation.

Nori Koizumi: Blogger/Reporter: Connection 4

Information is the game.  The saying goes, "It's not what you know, it's who you know," and Ms. Koizumi would disagree vehemently.  "Without the 'who,' there is no 'what,' but it's the 'what' that pays the bills," she would say.  And pay the bills it does.  Ms. Koizumi writes for a number of scream sheets as well as a few of the more reputable sources, and she's got the list of clients to back those stories up.  She favors any stories with a hint of the macabre, and it was as long ago as early April when she first opined that something rotten was happening in the shadows of the Infected.  In her early 20s, Ms. Koizumi is plump, gracious, and only slightly over a meter-and-a-half tall, but when she gets a hold of a story, she is tenacious.  Ms. Koizumi is a human of Japanese ancestry.

Grotto1: Matrix Forum

Grotto1 is the go-to hub for vampire hunters across the UCAS.  Information and tips are bought and sold, with user feedback ratings keeping most of the drek out.  Grotto1 is a subscription-based private server, which allays some, but not all, security worries. 

Shadow Slang
(Add, or don't, the following to your Shadowrun speak as you feel appropriate.)

Chipper n. Weaponized sawdust, esp. in grenade or shotgun round.  Useful for bypassing Regeneration and for forcing a vampire to abandon its mist form.
Dust(ed) v. To kill an infected, esp. a vampire.
Lost boys n. Newly turned vampires who have not yet mastered their powers or limits.  Not as conniving a foe as an elder vampire, Lost boys are nevertheless fierce and feral combatants who will often feed much more often than is necessary to augment their strength, agility, or magic.  Lost Boys also have a tendency to wreak havoc on a specific locale until they are either dispatched or learn to hide themselves more adroitly.
Stake-N-Shake n. The murdering-the-infected version of a smash and grab, Stake-N-Shake operations occur when a vampire must be hit in a public or semi-public venue and the corpse extracted to cash in on the bounty.  These operations are dangerous because the vampire's thrall will almost always be present, along with the other dangers of collateral damage, etc. that are present with a firefight in a public spaces.  Stake-N-Shakes are often a last resort for powerful vampires trying to conceal their nature because they will often be ingesting food and so cannot take advantage of their mist form power.
Sterling Round also Sterlings n. Silver-plated ammunition often used for dusting Banshees and some vampires.  While sterling silver and plated silver are 2 different things in the jewelry world, this is an example of a misnomer that stuck.  The softness of the outer-coating gives these rounds increased devastation against soft targets, but are less useful against armored foes.  (Treat these mechanically as hollow-points for DV and AP characteristics)
Szechely n. Pronounced "Say-Kay," by most English speakers in the western hemisphere.  In Bram Stoker's Dracula, the title character descended from the Hungarian tribe Székelys.  In vampire hunting circles, it is common to refer to vampires by this name as an insult.
Whip n. The senior and ranking member of a vampire's thrall.  Often called a Whip for the nice, sporty cars they often drive, Whips usually straddle the line between head bodyguard, personal assistant, and food procurement service.  Often adepts or magically active, vampires refrain from draining the essence from their Whips, as doing so has a negative effect on their future job performance.
Zeke n. See Szechely. 

House Rules

RG2, with the following exceptions: no target size modifiers for targets that fall into the "Small" and "Bulky" category.

RG6

martinchaen's (RIP) Rigger revamp rules as outlined here: http://forums.shadowruntabletop.com/index.php?topic=17554.0
All preferred changes apply.

For Summoning, the limit is the spirit's force or the summoner's astral limit, whichever is higher (JackVII's house rule).

For Alchemy: 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 (Ryo's house rule).
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/1330:01>
Do we all get Duncan Abbey for free, or do we need to spend Karma?

Are the Sterlings Silver Coated Hollow Points? Are there Silver Coated APDS? I picked up some Silver Coated APDS, are we still using those?

Do we need to pay a monthly fee to Grotto1? Or is it assumed we have one already?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1338:16>
Duncan Abbey is a freebie. 

If you use silver-coated APDS, they will act mechanically as APDS. Regular ammo would act as hollow points, and hollow point sterlings are just a bad idea: all the negs, with limited bennies.

Your subscription to Grotto1 is paid through the month.  You're looking at 150¥ per month after that.  You could also purchase a year in advance for 1,500¥ (That's 2 months free!!!)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1340:33>
I'd love to take Jim or rose, but with only 3 points left in contacts to take and all my karma used up, i dont have the points for it.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1341:15>
Also, it seems what with the extra karma and the increased availability that you're just kind of having us make prime runners.

Should we just make prime runners?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1344:34>
Also, what with the extra karma and the increased availability that you're just kind of having us make prime runners.

Should we just make prime runners?

I'm AFB. What changes would that make to the builds?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1347:56>
Also, what with the extra karma and the increased availability that you're just kind of having us make prime runners.

Should we just make prime runners?

I'm AFB. What changes would that make to the builds?

it gives extra karma, it ups the avail to 15, there's a bit more money, and there's more points for contacts.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/1349:03>
Also, what with the extra karma and the increased availability that you're just kind of having us make prime runners.

Should we just make prime runners?

I'm AFB. What changes would that make to the builds?

Availability 15; Charisma x 6 for Contacts; Modified Resources for Priorities (E: 100,000; D: 150,000; C: 210,000; B: 325,000; A: 500,000), 35 Karma to Start (Maximum 35 Karma Positive Qualities; 35 Karma Negative Qualities); May Convert up to 25 Karma to nuyen (up to 50,000 nuyen); Device Ratings at 6 or less.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1349:54>
Also, what with the extra karma and the increased availability that you're just kind of having us make prime runners.

Should we just make prime runners?

I'm AFB. What changes would that make to the builds?

Availability 15; Charisma x 6 for Contacts; Modified Resources for Priorities (E: 100,000; D: 150,000; C: 210,000; B: 325,000; A: 500,000), 35 Karma to Start (Maximum 35 Karma Positive Qualities; 35 Karma Negative Qualities); May Convert up to 25 Karma to nuyen (up to 50,000 nuyen); Device Ratings at 6 or less.

I guess that's a Bit more than "a bit more money", huh?

but fuggit, we're old pros here, it sounds like...

I've never gotten to play a prime runner before, and ive always kind wanted to.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/1351:57>
It's actually interesting that the largest jump in money is at Priority D (+100,000).

Yeah, I would enjoy playing a Prime Runner, but I'm pretty satisfied with how my character sheet currently looks, so it's up to rednblack.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1352:45>
It's actually interesting that the largest jump in money is at Priority D (+100,000).

Yeah, I would enjoy playing a Prime Runner, but I'm pretty satisfied with how my character sheet currently looks, so it's up to rednblack.

oh yeah, im happy with Becca how she is now, but i think I could make her WAY cooler...
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1401:37>
It's actually interesting that the largest jump in money is at Priority D (+100,000).

Yeah, I would enjoy playing a Prime Runner, but I'm pretty satisfied with how my character sheet currently looks, so it's up to rednblack.

oh yeah, im happy with Becca how she is now, but i think I could make her WAY cooler...

But she's a street rat!!! Nah, let's just go prime runner. This is why I might fail as a GM: I like the cool toys too and want my PCs to have them ;)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/1410:38>
It's actually interesting that the largest jump in money is at Priority D (+100,000).

Yeah, I would enjoy playing a Prime Runner, but I'm pretty satisfied with how my character sheet currently looks, so it's up to rednblack.

oh yeah, im happy with Becca how she is now, but i think I could make her WAY cooler...

But she's a street rat!!! Nah, let's just go prime runner. This is why I might fail as a GM: I like the cool toys too and want my PCs to have them ;)

Well, don't say you didn't know the consequences ... Might take me a few more days now that I have so many contact points.

I suppose I should ask; are all those other things (betaware allowed; 15 Extra Post-gen Karma) still present, or are we just switching to Prime Runner?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1907:05>
Ok, here's prime runner version of Sister Rebecca.
Used most of the extra money on fake SINs and lifestyles, but also tricked out the nade launcher a bit more. Upped her stats a bit which let me spread her skills out a bit more without losing too much in the way of dicepools.

== Info ==
Street Name: Sister Rebecca
Name: Annabelle Shuster
Movement: 16/32
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Female Age 27
Height 5ft11 Weight 214lbs
Composure: 11
Judge Intentions: 7
Lift/Carry: 8 (60 kg/40 kg)
Memory: 9
Nuyen: 610

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 100,000¥

== Attributes ==
BOD: 4
AGI: 5 /8
REA: 4 (5)
STR: 4
CHA: 4
INT: 3
LOG: 2
WIL: 7
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                8 + 2d6
Rigger Initiative:         8 + 2d6
Astral Initiative:         6 + 2d6
Matrix AR Initiative:      8 + 2d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         12

== Limits ==
Physical:                  6
Mental:                    5
Social:                    7
Astral:                    7

== Active Skills ==
Assensing                  : 5                      Pool: 8
Astral Combat              : 1                      Pool: 8
Banishing                  : 2                      Pool: 8
Binding                    : 2                      Pool: 8
Blades                     : 4 [Swords]             Pool: 12 (14)
Counterspelling            : 6 [Combat]             Pool: 12 (14)
Disenchanting              : 2                      Pool: 8
Gymnastics                 : 2                      Pool: 10
Heavy Weapons              : 1 [Grenade Launchers] Pool: 9 (11)
Navigation                 : 3                      Pool: 6
Perception                 : 3 [Hearing]            Pool: 6 /8
Running                    : 2                      Pool: 6
Sneaking                   : 2                      Pool: 10
Spellcasting               : 2 [Health]             Pool: 8 (10)
Summoning                  : 2                      Pool: 8
Survival                   : 3                      Pool: 10
Swimming                   : 2                      Pool: 6
Tracking                   : 3                      Pool: 6

== Knowledge Skills ==
Latin                      : 1 [Read/Write]         Pool: 4 (6)
Magical Threats            : 1                      Pool: 3
Religion                   : 1 [Christianity]       Pool: 3 (5)
Small Unit Tactics         : 3                      Pool: 6

== Contacts ==
Marcus (5, 1)
Nori Koizumi (4, 3)
Raven (3, 2)
Saahir (4, 2)

== Qualities ==
Astral Beacon
Code of Honor (Fundamentalist Christian)
Exceptional Attribute (WIL)
Mystic Adept
Prejudiced (Common, Biased) (Non-Christian)

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (11))
Armor                      DV: F-2
Heal                       DV: F-4
Mana Barrier               DV: F-2
Physical Barrier           DV: F-1
Stabilize                  DV: F-4

== Powers ==
Astral Perception
Empathic Healing
Improved Physical Attribute (AGI) Rating: 3
Improved Reflexes 1

== Lifestyles ==
Abandoned church in the CAS  4 months
Burned out gas station in the PCC  3 months
Crappy apartment near the lake in the UCAS  2 months

== Armor ==
Armor Jacket                        12
   +Chemical Protection 6
   +Fire Resistance 6
   +Nonconductivity 4
   +Radiation Shielding 2
   +YNT Softweave Armor
Forearm Guards                      1
   +Biomonitor
   +Flashlight, Infrared
   +Miniwelder
Helmet                              2
   +Respirator Rating 6
   +Smartlink
   +Vision Enhancement Rating 3

== Weapons ==
ArmTech MGL-12
   +Extreme Environment Modification, Level 1
   +Gas-Vent 3 System
   +Gecko Grip
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clip
   +Weapon Personality
   Pool: 9 (11)   Accuracy: 6   DV: Grenade   AP: -   RC: 6
Minigrenade: High Explosive
   Pool: 9   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Sword ("Blade of Gabriel")
   Pool: 12 (14)   Accuracy: 6   DV: 7P   AP: -2   RC: 2

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
   +Datasoft (Daily Bible Verse)
   +Datasoft (Parafauna Update)
   +Sim Module
   +Micro-Transceiver
   +Bug Scanner Rating 6
   +Tag Eraser

== Gear ==
Contacts Rating 3
   +Flare Compensation
   +Thermographic Vision
   +Vision Magnification
Fake SIN (Emily Sothering, CAS Charity Worker) Rating 4
Fake SIN (Keina Shingle, PCC Healer) Rating 4
   +Fake License (Mage License) Rating 4
Fake SIN (Patti MacArthur, UCAS Fishing Boat Worker) Rating 4
Fake SIN (Samantha Billingsly, UCAS Bounty Hunter) Rating 4
   +Fake License (Mage License) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
   +Fake License (Heavy Weapons License) Rating 4
   +Fake License (Weapon Focus License) Rating 4
Minigrenade: High Explosive x50
Reagents, per dram x30
Weapon Focus (Bonded Foci) (Sword) Rating 3

== Background ==
Annabelle was a frail child; born human, sickly, and 2 months premature to a pair of elves who gave her up for adoption as soon as they saw what she was. Her earliest memories are of the church. Every sunday, she and all the other kids from the adoption center would go there together and even though most of the other kids seemed bored, Anna was positively ENTHRALLED. The ceremony... The lighting... The clothes... The language... The music... The WORDS!!! In her short little life so far, she'd only ever known pity at best and ridicule at worst, but here inside these walls and surrounded by these stained glass windows, she was taught about hope. She learned all the words to all the songs, even though her singing voice was average on her best days. She learned all the words to the prayers and the chants, even though they were in latin and she didn't understand what a word of it meant. She was maybe 9 by the time she'd become such a fixture at the church, cleaning up, cooking, helping out, and making friends, that she was formally adopted by the church and went to live there for good.

It was maybe three years after then that she awakened. At first, Anna saw it as a child would; A blessing of wisdom and strength from God himself. But once she learned that it came with responsibilities and changes she wasn't ready for yet, she was hesitant. Once they saw her talents, they wanted her to go away to an old Gregorian monestary to be trained and taught. She was afraid to go. What kind of holy warrior was she supposed to be? She just wanted to stay in the church and sing the songs, tend to the books, dust the statues, marry a nice man and grow old. But God had chosen her for something else. What could she do? She said goodbye to her friends in the church and left [CITY], never to see them again. Well, most of them, anyway. -To be Continued...
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1915:02>
It's actually interesting that the largest jump in money is at Priority D (+100,000).

Yeah, I would enjoy playing a Prime Runner, but I'm pretty satisfied with how my character sheet currently looks, so it's up to rednblack.

oh yeah, im happy with Becca how she is now, but i think I could make her WAY cooler...

But she's a street rat!!! Nah, let's just go prime runner. This is why I might fail as a GM: I like the cool toys too and want my PCs to have them ;)

Well, don't say you didn't know the consequences ... Might take me a few more days now that I have so many contact points.

I suppose I should ask; are all those other things (betaware allowed; 15 Extra Post-gen Karma) still present, or are we just switching to Prime Runner?

yeah, we'll see what happens.  Betaware is still allowed, but let's do 10 Extra Post-Gen Karma instead of 15. 
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/1920:37>
in that case, HERE'S the prime version of sis.

== Info ==
Street Name: Sister Rebecca
Name: Annabelle Shuster
Movement: 16/32
Karma: 10
Street Cred: 1
Notoriety: 0
Public Awareness: 0
Human Female Age 27
Height 5ft11 Weight 214lbs
Composure: 11
Judge Intentions: 7
Lift/Carry: 8 (60 kg/40 kg)
Memory: 9
Nuyen: 610

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 100,000¥

== Attributes ==
BOD: 4
AGI: 5 /8
REA: 4 (5)
STR: 4
CHA: 4
INT: 3
LOG: 2
WIL: 7
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                8 + 2d6
Rigger Initiative:         8 + 2d6
Astral Initiative:         6 + 2d6
Matrix AR Initiative:      8 + 2d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         12

== Limits ==
Physical:                  6
Mental:                    5
Social:                    7
Astral:                    7

== Active Skills ==
Arcana                     : 1                      Pool: 3
Armorer                    : 1                      Pool: 3
Assensing                  : 5                      Pool: 8
Astral Combat              : 1                      Pool: 8
Banishing                  : 2                      Pool: 8
Binding                    : 2                      Pool: 8
Blades                     : 4 [Swords]             Pool: 12 (14)
Computer                   : 1                      Pool: 3
Counterspelling            : 6 [Combat]             Pool: 12 (14)
Disenchanting              : 2                      Pool: 8
Gymnastics                 : 2                      Pool: 10
Heavy Weapons              : 1 [Grenade Launchers] Pool: 9 (11)
Navigation                 : 3                      Pool: 6
Perception                 : 3 [Hearing]            Pool: 6 /8
Running                    : 2                      Pool: 6
Sneaking                   : 2                      Pool: 10
Spellcasting               : 2 [Health]             Pool: 8 (10)
Summoning                  : 2                      Pool: 8
Survival                   : 3                      Pool: 10
Swimming                   : 2                      Pool: 6
Tracking                   : 3                      Pool: 6

== Knowledge Skills ==
Fashion                    : 1                      Pool: 4
Latin                      : 1 [Read/Write]         Pool: 4 (6)
Literature                 : 1                      Pool: 4
Magical Threats            : 2                      Pool: 4
Religion                   : 1 [Christianity]       Pool: 3 (5)
Small Unit Tactics         : 3                      Pool: 6

== Contacts ==
Marcus (5, 1)
Nori Koizumi (4, 3)
Raven (3, 2)
Saahir (4, 2)

== Qualities ==
Astral Beacon
Code of Honor (Fundamentalist Christian)
Exceptional Attribute (WIL)
Mystic Adept
Prejudiced (Common, Biased) (Non-Christian)

== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (11))
Armor                      DV: F-2
Heal                       DV: F-4
Mana Barrier               DV: F-2
Physical Barrier           DV: F-1
Stabilize                  DV: F-4

== Powers ==
Astral Perception
Empathic Healing
Improved Physical Attribute (AGI) Rating: 3
Improved Reflexes 1

== Lifestyles ==
Abandoned church in the CAS  4 months
Burned out gas station in the PCC  3 months
Crappy apartment near the lake in the UCAS  2 months

== Armor ==
Armor Jacket                        12
   +Chemical Protection 4
   +Fire Resistance 6
   +Nonconductivity 4
   +Radiation Shielding 2
   +YNT Softweave Armor
   +Trodes
Forearm Guards                      1
   +Biomonitor
   +Flashlight, Infrared
   +Miniwelder
Helmet                              2
   +Respirator Rating 6
   +Smartlink
   +Vision Enhancement Rating 3

== Weapons ==
ArmTech MGL-12
   +Underbarrel monofilament chainsaw
   +Extreme Environment Modification, Level 1
   +Gas-Vent 3 System
   +Gecko Grip
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clip
   +Weapon Personality (Fire and Brimstone Preacher)
   Pool: 9 (11)   Accuracy: 6   DV: Grenade   AP: -   RC: 6
Minigrenade: High Explosive
   Pool: 9   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Sword ("Blade of Gabriel")
   Pool: 12 (14)   Accuracy: 6   DV: 7P   AP: -2   RC: 2

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
   +Datasoft (Daily Bible Verse)
   +Datasoft (Parafauna Update)
   +Sim Module
   +Micro-Transceiver
   +Bug Scanner Rating 6
   +Tag Eraser

== Gear ==
Contacts Rating 3
   +Flare Compensation
   +Thermographic Vision
   +Vision Magnification
Fake SIN (Emily Sothering, CAS Charity Worker) Rating 4
Fake SIN (Keina Shingle, PCC Healer) Rating 4
   +Fake License (Mage License) Rating 4
Fake SIN (Patti MacArthur, UCAS Fishing Boat Worker) Rating 4
Fake SIN (Samantha Billingsly, UCAS Bounty Hunter) Rating 4
   +Fake License (Mage License) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
   +Fake License (Heavy Weapons License) Rating 4
   +Fake License (Weapon Focus License) Rating 4
Minigrenade: High Explosive x50
Reagents, per dram x30
Weapon Focus (Bonded Foci) (Sword) Rating 3

== Background ==
Annabelle was a frail child; born human, sickly, and 2 months premature to a pair of elves who gave her up for adoption as soon as they saw what she was. Her earliest memories are of the church. Every sunday, she and all the other kids from the adoption center would go there together and even though most of the other kids seemed bored, Anna was positively ENTHRALLED. The ceremony... The lighting... The clothes... The language... The music... The WORDS!!! In her short little life so far, she'd only ever known pity at best and ridicule at worst, but here inside these walls and surrounded by these stained glass windows, she was taught about hope. She learned all the words to all the songs, even though her singing voice was average on her best days. She learned all the words to the prayers and the chants, even though they were in latin and she didn't understand what a word of it meant. She was maybe 9 by the time she'd become such a fixture at the church, cleaning up, cooking, helping out, and making friends, that she was formally adopted by the church and went to live there for good.

It was maybe three years after then that she awakened. At first, Anna saw it as a child would; A blessing of wisdom and strength from God himself. But once she learned that it came with responsibilities and changes she wasn't ready for yet, she was hesitant. Once they saw her talents, they wanted her to go away to an old Gregorian monestary to be trained and taught. She was afraid to go. What kind of holy warrior was she supposed to be? She just wanted to stay in the church and sing the songs, tend to the books, dust the statues, marry a nice man and grow old. But God had chosen her for something else. What could she do? She said goodbye to her friends in the church and left [CITY], never to see them again. Well, most of them, anyway... To Be continued...
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-16-14/1928:35>
@Poindexter, the nade launcher + monofilament chainsaw should be fun to play.  Overall, I'm really digging the flavor.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-16-14/2140:12>
yeah, we'll see what happens.  Betaware is still allowed, but let's do 10 Extra Post-Gen Karma instead of 15.

All right, cool. I just needed at least 10, as I was like 7 Karma over.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-16-14/2321:33>
yeah, we'll see what happens.  Betaware is still allowed, but let's do 10 Extra Post-Gen Karma instead of 15.

All right, cool. I just needed at least 10, as I was like 7 Karma over.

Yeah, i just needed the 10 for knowledge skills.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-17-14/1515:35>
Just to clarify, she has three places set up in three different countries, one under each SIN associated.
She rarely visits any of them though, preferring to stay on the road and rootless. She often trades her services as a healer for lodging and food.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-18-14/1245:50>
So, are we about ready?  Anything else we need to square away before I start the OOC and IC threads?

Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-18-14/1253:15>
So, are we about ready?  Anything else we need to square away before I start the OOC and IC threads?

Working on my backstory and contacts; it's going really slowly at the moment with schoolwork coming up before Christmas break. I'll try to get stuff done tonight, but I can't guarantee it.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-18-14/1259:43>
So, are we about ready?  Anything else we need to square away before I start the OOC and IC threads?

Working on my backstory and contacts; it's going really slowly at the moment with schoolwork coming up before Christmas break. I'll try to get stuff done tonight, but I can't guarantee it.

School stuff has to come first.  If we don't start for another week or two, I'm fine with that.  I know it's a weird time around the forums.  I'm good to go whenever you guys are, but don't stress about it.  It's good to know where you're at, though, so thanks.

I think Poindexter is good to go, is that right?

Tecumseh, where are you at?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-18-14/1520:41>
I was up late last night working on this. Going Prime Runner sent me back to the drawing board. I've never done Prime Runner chargen before. Usually I play low-Resources Awakened characters, so I'm not accustomed to having all this nuyen to spend. I'm not much of a gearhead so the shopping is slowing me down.

I hope to have another draft today, although likely in a completely different direction.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-18-14/1533:08>
Usually I play low-Resources Awakened characters, so I'm not accustomed to having all this nuyen to spend.

foci
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-18-14/2044:21>
I think Poindexter is good to go, is that right?

Let's not start it just yet. I'm in a foul fucking mood these last few days and I just can't get jazzed up about anything right now. I don't wanna get this thing started off on the wrong foot, y'know?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-18-14/2101:46>
I'm traveling all next week. Given that most of my best online time is in the office, it'll be hard for me to keep up with both my existing games and a new one. I would vote to hold it off until the last few days of the year or first thing 2015. Next draft of PC coming.

Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-18-14/2114:09>
I think that makes a quorum. We'll hold off a few weeks.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-18-14/2123:34>
This has gone through at least five drafts with ever Priority changing at least once. The cash of Resources E under Prime Runner gave me a lot of freedom to attempt something I've been meaning to try, which is a stealthy B&E Perception adept. It seems like a good fit for a vampire hunter. First, don't get ambushed (high Perception, Improved Sense, Motion Sense, Magic Sense). Second, be sneakier than your target (Sneaking, Traceless Walk). Third, beat its brains out with something it can't recover from (wooden weapon focus).

Per rednblack's suggestion of diversifying, I doubled Charisma and dumped all my Skill Group points into Influence. Still working with the idea of a Native American fighter converting to Christianity.

Right now I'm going clubs because I've rediscovered Gunstock War Clubs. Clubs get no love in SR5 so no wonder nobody ever selects them. But check out these bad boys:
http://www.trackofthewolf.com/imgPart/AAI-288_1.jpg
http://www.kickingwolf.com/uploads/Gunstock_war_club_wampum_strap.JPG
http://en.wikipedia.org/wiki/Gunstock_war_club#mediaviewer/File:Iowa_gunstock_club_NE_1800.jpg

Stat-wise I'd need to work with rednblack. I thought they would be awesome for flavor, especially since they're made out of wood, but I don't know how that might work with the vampire's allergy. If we can't figure something out then I'll go to tomahawks, which are just as thematic and probably have some Armor Penetration to go with them. (I think Gunstock War Clubs are sharpened but probably not to the point of providing AP. But what if this guy/gal can use Armorer+Artisan to replace those metal pokey bits with wooden spikes that are designed to break off? How sweet would that be?)

Sorry for the garbage format on the draft. I'm running late for dinner and am just trying to get something up for review. I'll definitely break out the karma expenditures, knowledge skills, and other purchases when I get the opportunity. All of the Rating 1 skills are from karma. Apologies for the 6/5/1 skill optimization. I can adjust if requested.

== Priorities ==
Metatype: D - Human
Attributes: A - 24 Attributes
Special: C - Adept
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 100,000¥

== Attributes ==
BOD: 3
AGI: 5
REA: 5 (7)
STR: 5
CHA: 4
INT: 6
LOG: 2 (+1 from karma)
WIL: 3
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                13 + 3d6

== Limits ==
Physical:                  7
Mental:                    5
Social:                    6


== Active Skills ==
Armorer                    : 2 [Melee Weapons]      Pool: 4 (6)
Artisan                    : 1                      Pool: 7
Automatics                 : 6 [Assault Rifles]     Pool: 11 (13)
Clubs                      : 6 [Gunstock War Club] Pool: 11 (13)
Computer                   : 1                      Pool: 3
Disguise                   : 1                      Pool: 7
Escape Artist              : 1                      Pool: 6
Etiquette                  : 5                      Pool: 9
Free-Fall                  : 1                      Pool: 4
Gymnastics                 : 1                      Pool: 6
Heavy Weapons              : 1                      Pool: 6
Intimidation               : 1                      Pool: 5
Leadership                 : 5                      Pool: 9
Locksmith                  : 6 [Maglock]            Pool: 11 (13)
Navigation                 : 1                      Pool: 7
Negotiation                : 5                      Pool: 9
Palming                    : 1                      Pool: 6
Perception                 : 6 [Hearing]            Pool: 12 (14)
Pilot Ground Craft         : 1                      Pool: 8
Running                    : 1                      Pool: 6
Sneaking                   : 6 [Urban]              Pool: 11 (13)
Survival                   : 1                      Pool: 4
Swimming                   : 1                      Pool: 6
Tracking                   : 1                      Pool: 9


== Qualities == (currently 12 positive and 25 negative)
Addiction (Moderate) (Combat Stims)
Adept
Agile Defender
Allergy (Uncommon, Mild) (TBD)
Catlike
Dependent (Nuisance)
Mentor Spirit (Dog)
Prejudiced (Specific, Biased) (TBD)
Sharpshooter
SINner (National) (Salish-Shidhe)

== Powers ==
Attribute Boost (AGI) Rating: 1
Combat Sense Rating: 1
Critical Strike (Clubs)
Danger Sense Rating: 1
Improved Reflexes 2
Improved Sense (High Frequency Hearing) (from mentor spirit)
Improved Sense (Bloodhound Scent) (from mentor spirit)
Magic Sense
Motion Sense
Sustenance
Traceless Walk


== Gear ==
Qi Focus (Bonded Foci) (Attribute Boost AGI) Rating 1
Qi Focus (Bonded Foci) (Enhanced Accuracy (skill)) Rating 1
Weapon Focus (Bonded Foci) (Gunstock War Club) Rating 3
+¥73,000 extra
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-19-14/0103:44>
I suppose I can post my character sheet at least; still working on background and contacts and stuff. It's pretty much done, but if there are any huge flaws I'm missing, feel free to point them out.



-- Priorities --
Metatype D (Elf)
Attributes B
Magic E
Skills C
Resources A

-- Karma Expenditure --
79 Total
-16 in Qualities
-25 for 50,000 nuyen
-10 for Reaction 2
-10 for Edge 2
-5 for Athletics 1
-2 for Etiquette 1
-2 for Leadership 1
-2 for Pilot Ground Craft 1

2 Left

-- Attributes --
Body 4
Agility 4 (6)
Reaction 2 (4)
Strength 1 (3)
Willpower 5
Logic 3
Intuition 5
Charisma 8
Edge 2
Essence 0.0150

Initiative - 9 + 3d6
Initiative w/ Kamikaze - 9 + 5d6
Physical Condition Monitor - 10
Stun Condition Monitor - 11
Overflow Boxes - 4
Physical Limit - 5
Mental Limit - 6
Social Limit - 11

-- Qualities --
Bilingual - English and Spanish (-5 Karma)
First Impression (-11 Karma)
Addiction - Moderate, Alcohol (+9 Karma)
Aged 1 (+7 Karma)
Consummate Professional (+3 Karma)
Insomnia - Basic (+10 Karma)
National SIN - UCAS (+5 Karma)

-- Skills --
Automatics 6 (+2 Assault Rifles) - dice pool of 12 (14)
Con 1 - dice pool of 9
Disguise 1 - dice pool of 6
Etiquette 1 - dice pool of 9
Gymnastics 1 - dice pool of 7
Impersonation 1 - dice pool of 9
Intimidation 6 (+2 Interrogation) - dice pool of 14 (16)
Leadership 1 - dice pool of 9
Negotiation 6 (+2 Bargaining) - dice pool of 14 (16)
Palming 1 - dice pool of 7
Perception 6 (+2 Visual) - dice pool of 11 (13)
Performance 1 - dice pool of 9
Pilot Ground Craft 1 - dice pool of 5
Running 1 - dice pool of 4
Sneaking 1 - dice pool of 7
Swimming 1 - dice pool of 4

-- Skill Groups --
Acting 1
Athletics 1
Stealth 1

-- Knowledge/Language Skills --
English N - Language
Spanish N - Language
Japanese 6 - Language
Area Knowledge: Seattle 4 - Street
Infected Behavior    4 - Street
Infected Theory 3 - Street
Infected Physiology 4 - Street
Alcohol 4 - Interest
Music 2 - Interest
History 2 - Street
Street Drugs 2 - Street

-- Augmentations --
Titanium Bone Lacing - Used - 1.875 Essence | 22,500 nuyen
Implanted Commlink (Fairlight Caliban) - Alphaware - 0.16 Essence | 2,400 nuyen
Rating 4 Cybereyes - Used - 0.625 Essence | 27,000 nuyen
w/ Flare Compensation, Low-Light Vision, Smartlink, Thermographic Vision, Vision Magnification, Vision Enhancement 3         
Datajack - Used - 0.125 Essence | 750 nuyen
Damage Compensators 2 - Standard - 0.2 Essence | 4,000 nuyen
Muscle Augmentation 2 - Used - 0.5 Essence | 46,500 nuyen
Muscle Toner 2 - Used - 0.5 Essence | 48,000 nuyen
Platelet Factories    - Used - 0.25 Essence | 12,750 nuyen
Synaptic Boosters 2 - Standard - 1.0 Essence | 190,000 nuyen
Tailored Pheromones    - Used - 0.75 Essence | 69,750 nuyen

-- Gear --
Form Fitting Body Armor w/ Custom Fit, Concealability, Shock Weave, Electrochromic Clothing - 2,800 nuyen
Argentum Coat w/ Custom Fit (Stack - Form Fitting Body Armor), Concealability, Nonconductivity 6, Electrochromic Clothing, Chemical Protection 4, Fire Resistance 4 - 7,600 nuyen
Custom Ballistic Mask w/ Electrochromic Clothing, Micro-transceiver, Biomonitor, Gas Mask, Audio Enhancement 2, Autoinjector   - 3,900 nuyen
Securetech PPP: Arms Kit - 250 nuyen
Securetech PPP: Legs Kit   - 300 nuyen      
Synergist Business Line w/ Custom Fit, Concealable Holster, Electrochromic Clothing, Shock Weave, Insulation 2 - 3,500 nuyen
Synergist Business Line Longcoat w/ Custom Fit (Stack - Synergist Business Line), Holster, Electrochromic Clothing, Nonconductivity 6 - 4,300 nuyen
Armor Jacket    w/ Electrochromic Clothing, Nonconductivity 6, Shock Weave, Chemical Protection 3 - 4,750 nuyen
Steyr TMP w/ Advanced Safety System (Basic), Concealed Quick-Draw Holster, Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), Internal Smartgun System, 2 Spare Clips - 3,385 nuyen         
AK-97 w/ Advanced Safety System (Basic), Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), External Smartgun System, 2 Spare Clips   - 3,560 nuyen
Ares Alpha w/ Underbarrel Launcher, Internal Smartgun System, Advanced Safety System (Basic), Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), Shock Pad, Sling, 2 Spare Clips - 5,125 nuyen
Assault Rifle Ammunition: 100 APDS Rounds; 100 Silver Coated APDS Rounds; 100 EX-Explosive Rounds; 200 Gel Rounds; 200 Regular Rounds; 100 Flechette Rounds; 100 Wood Flechette Rounds; 200 Stealth Tag Tracker Rounds - 9,300 nuyen
Machine Pistol Ammuntion: 100 Regular Rounds; 100 Stick-n-Shock Rounds; 50 Flechette Rounds; 50 Wood Flechette Rounds; 50 Silver Coated APDS; 100 Stealth Tag Tracker Rounds - 4,000 nuyen
Grenades: 10 Flashbangs; 10 Fragmentation; 10 High Explosive; 10 Sawdust - 4,000 nuyen
2 Rating 6 Medkits - 3,000 nuyen
3 Medkit Supples   - 300 nuyen
2 Rating 6 Stim Patches - 300 nuyen
2 Trauma Patches - 1,000 nuyen
Fairlight Caliban Commlink w/ Sim Module (Implanted) - 8,100 nuyen
3 Renraku Sensei Commlinks - 3,000 nuyen   
Rating 6 Bug Scanner - 600 nuyen
Micro-transceiver - 100 nuyen
Tag Eraser - 450 nuyen
Rating 6 White Noise Generator - 300 nuyen
Rating 5 Area Jammer - 1,000 nuyen
Rating 6 Directional Jammer - 1,200 nuyen   
5 doses of Kamikaze - 500 nuyen
10 doses of Long Haul - 500 nuyen         
100 Sensor Tags - 400 nuyen
100 Stealth Tags - 100 nuyen            
Gas Mask - 200 nuyen
Survival Kit - 200 nuyen               
Disguise Kit - 500 nuyen               
Grotto1 Subscription - 1 Year - 1,500 nuyen   
Credsticks: 2 Gold, 4 Silver, 4 Standard - 300 nuyen
Rating 5 Fake SIN - Gregory Maxwell - 16,500 nuyen
w/ Rating 5 Fake License (Restricted Cyberware), Rating 5 Fake License (Restricted Bioware), Rating 5 Fake License (Concealed Carry), Rating 5 Fake License (Bounty Hunter)                        
Rating 1 Fake SIN - Rebecca Montreau   - 2,500 nuyen
Suzuki Mirage w/ Morphing License Plate, Spoof Chips - 10,000 nuyen
Condominium - Middle Lifestyle w/ Extra Secure - Primary Lifestyle - 1 Month Paid - Under Legal SIN - 6,000 nuyen
Storage Facility - Low Lifestyle w/ Dangerous Area; Extra Secure - As long as they get the money, they don't ask questions - 3 Months Paid - Under Rating 5 Fake SIN - 5,400 nuyen
Bolt Hole - Low Lifestyle w/ Dangerous Area; Extra Secure - If everything goes to hell, a place to hide out for a little bit - 3 Months Paid - Under Rating 1 Fake SIN - 5,400 nuyen
                        
Remaining Money -  230 + (4d6 x 100)

-- Contacts --
Duncan Abbey - Fence (Freebie? 1 Karma?)
Connection: 6 | Loyalty: 1   

Nori Koizumi - Blogger/Reporter
Connection: 4 | Loyalty: 3
   
William Farn    - Arms Dealer
Connection: 4 | Loyalty: 3
   
Fixer
Connection: 4 | Loyalty: 3
   
ID Manufacturer
Connection: 5 | Loyalty: 2
   
Beat Cop
Connection: 3 | Loyalty: 2
   
Street Doc
Connection: 3 | Loyalty: 3
   
Andre Birno - Taxi Driver
Connection: 1 - Loyalty: 3
   
Bartender
Connection: 2 | Loyalty: 2



As you can see, contacts are not fully fixed up yet.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-19-14/1334:45>
Char Sheet Notes

@Poindexter, I like the bug-out lifestyles for Sister Rebecca.  They just might come in handy.  Skills, knowledge points, and spell list all reflect character concept well.  What kind of a contact is Marcus?  Also, we need to figure out exactly how Code of Honor will play. 

@Tecumseh, I love the idea of a Gunstock club.  How about this?

Weapon        Accuracy    Reach     Damage          AP     Avail     Cost     
Gunstock Club      5          1          (STR+3)P         -2       9R        900¥

I went with the AP of forearm snap-blades.  It's tricky because a combat knife has -3, which seems applicable, but the blades on a GC aren't as long, though with a good swing, you'll get a lot more power behind your blow with a GC than with pretty much any of the bladed weapons, save a katana, which isn't really a piercing weapon.  I hope this is amenable to you, but I'm willing to discuss it further.  Ditto for Accuracy, but this one seems in line to me with what it should be.  Also, no reason why you couldn't get a Personalized Grip to go with it.

I've also drawn up some additional "heads" that you can put on the GC.  Stats as listed above assume steel blades.  Also available are:

Flint Blades: Deal base damage on a glancing hit.  Roll 1d6 each time the weapon is swung.  On a glitch, the blades break off.  Cost 200¥  These blades can also be knapped using the Artisan skill.

Wooden Stakes: +2AP.  Roll 1d6 each time the weapon lands a hit.  On a 5 or 6, the stakes break off in the flesh of the victim if they deal P damage.  If the blow would otherwise do S damage, they break off into the armor, but do not make contact with the victim's flesh.  If the stakes are broken off into a victim's flesh, they deal 1P dmg per combat turn until they are removed with a Simple Action.  Cost 50¥  Stakes can be whittled using the Artisan skill.

I really like the "sneakier" build.  I think it will work well for the campaign.

The Improved Senses are very cool.  I think I'll have a lot to work with there, GM-wise, especially the Bloodhound Scent Power.  Fun.

@8-bit, with your low essence, it's a good thing your CHA and WIL are so high.  Composure tests will come into play should a vampire get you alone and try to feed.  This is especially dangerous to you given your low ESS, but being able to throw 13 dice into the mix there is a great boon in your favor.

I love that you have Knowledge skills directly related to the infected.  Those will be very helpful.  While I think Infected Behaviour will be a "Street" skill, I think Infected Theory and Infected Physiology are probably Academic or Professional Knowledge skills, which key off logic. 

Also, good to have a few safehouses built in for when we start. 

@All, so those are my impressions.  Of course, I reserve the right to point out stuff later on things that I miss now  8) but I'm pretty happy with how things look.  Let me know if you have any further questions, or want some new toys that aren't listed, and we'll see about drumming them up.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-19-14/1357:45>
I like the bug-out lifestyles for Sister Rebecca.  They just might come in handy.  Skills, knowledge points, and spell list all reflect character concept well.  What kind of a contact is Marcus?  Also, we need to figure out exactly how Code of Honor will play. 

Marcus is a high up in the Church. He's jealous of my ability and thought he would have my position. We've known eachother since I was adopted by the Church and he's always been an asshole. He's my contact in the church through whom i obtain missions and info.

The code of honor is going to be hardcore old testament catholic kinda shit.

1-   Must confess and take communion every sunday.
2-   No taking the lords name in vain and no swearing.
3-   No pork, shellfish, alcohol, drugs, or impurities of any kind.
4-   No sex.
5-   No stepping inside a church for 7 days after menstruating.
6-   No wearing of any garment made from more than one type of fiber (Artificial fibers are fine).
7-   No interrupting a christian male when he is speaking, nor attempting to correct him in his assumptions or beliefs. Remain submissive and obedient to christian males.
8-   Must cover head in church.
9-   Must attempt to convert non-christians.
10- Must tithe 10% to the church.
11- Must avoid killing metahumans at all costs. (Exceptions made for those obviously in league with "demonic" forces.)
12- No lying (Avoiding the truth is ok)
13- No stealing


maybe more to come.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-19-14/1409:40>
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-19-14/1414:09>
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?

I was thinking more serious shit than that. Like, certain spells stop working, certain spells have a higher drain code, the focus looses a level or three temporarily, an adept power dun work anymore, that kinda shit. HEAVY fire and brimstone shit. :)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-19-14/1426:25>
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?

I was thinking more serious shit than that. Like, certain spells stop working, certain spells have a higher drain code, the focus looses a level or three temporarily, an adept power dun work anymore, that kinda shit. HEAVY fire and brimstone shit. :)

Ok. What I might do is come up with a little evil GM table and roll to see what happens. The Lord works in mysterious ways and His retribution is awesome.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-19-14/1829:20>
@rednblack, I saw the post you put up in the Gear forum about the Gunstock War Club. I'm a biased party so I'll refrain from contributing there. Here's what I was thinking:

Executive Summary
I love it.

Longer version
Accuracy: Fine with 4, hoping for 5. I would agree that most of the comparable weapons and fluff would suggest Accuracy 4. However, I might also ask why a staff (Acc 6) or a pole arm (Acc 5) would have a better accuracy overall than a baseball bat. My inexpert opinion would think that shorter = more accurate and longer = less accurate, which seems to be true between clubs and saps, but this is not my area of expertise.

A personalized grip could help boost the Accuracy, although Sail Away, Sweet Sister charmingly declines to list their price. They were ¥100 in Arsenal so I would be inclined to go with that.

I'm also taking a Qi Focus for Enhanced Accuracy (Clubs). Odds are that I'll be rolling 16-18 for clubs when accounting for the weapon focus and Attribute Boost (AGI), so I could be losing hits fairly frequently. (39% of the time at dice pool 18 with Acc 6, or 22% of the time with Acc 7.) Perhaps this is a hint from the game designers to diversify myself.

Reach: For combat I want 2 but for concealability I want 1. I was thinking +2 Concealability to match extendable and stun batons, which would be Reach 1. I'm hoping to carry this thing around under a Lined Coat while in disreputable parts of town.

Damage/AP: The damage code matches the base for clubs so Str+3 seems right. In Run & Gun, hammers are listed as having AP -1/-2. The spike seems reasonably analogous to the claw end of a hammer so that seems fair. I thought your mechanics representing the heads/spikes were clever and fun.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-19-14/2014:25>
Other thoughts:

I just bought Run Faster. I've only scanned the new qualities, many of which are tempting.

Not being much of a gearhead, I've probably spent 8 hours playing Dress Up Barbie with this PC. In hindsight I should have outsourced my shopping to 8-bit. I dropped ¥10,000 (10% of budget) on a sweet chameleon suit with thermal dampening to counteract a vampire's thermographic vision before remembering that vampires are dual-natured and will see me on the astral anyway.

And, speaking of chameleon suits, there isn't a good chameleon coating option for carried items like there was in previous editions. So does wearing a non-coated ballistics mask and carrying around a non-coated club just completely defeat the purpose of a chameleon suit? Ruthenium Polymer Coating seems close but it's damnably expensive (¥5k to ¥20k) and Availability 16F. 8-bit has a ton of Electrochromic Clothing mods on his armor. Is that an accepted convention?

Has anyone grasped the functional differences between shock frills and shock weave? Shock weave can't be used offensively, costs more, and takes up more capacity. It mentions its use cases more explicitly (resisting clinch and grapple) but those seem to be equally applicable to shock frills. Am I missing something?

As for the Improved Senses, I'm not sure how applicable they'll be. Mostly I thought they sounded cool. High Frequency Hearing would be hearing in the ultrasonic frequencies. Thus the character could maybe hear ultrasound emitters or other electronic emissions. Or maybe the team could use a high-pitch dog whistle to call me. I don't know. This can be replaced if it sounds useless to you.

The Improved Scent was based on the 4th Edition version of Improved Sense:

Quote
Improved Scent: You can identify scents in the same way as a bloodhound. You can identify individuals by scent alone, and can tell
if someone whose scent you know has been in an area recently with a successful Perception Test. The strong smells of most sprawls impose
modifiers on the use of this sense.

This didn't seem dramatically different from the Olfactory Booster in 5th Edition, which is theoretically fine to mimic minus the bonus dice and the record/playback capabilities. ("Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).")

Quote
Olfactory Booster: This cybersnout enhances, identifies, and records smells, and can play them back later.
The massively enhanced olfactory capabilities of a sniffer open up a whole new world of sensory data to you—
you’ll be able to sense things that ordinarily only a scenthound would. You can smell people’s emotions in their
sweat (and if applicable, the maker’s mark of their tailored pheromones), traces of ammunition propellant, explosives,
or biological and chemical warfare compounds—the list goes on and on. A cut-off function allows you
to completely ignore intense odors, possibly the most convenient feature for use in your daily life. The olfactory
booster can even be used in VR to create an even more immersive experience. Add the booster’s rating as a dice
pool modifier to your scent-based Perception Tests.

List of equipment incoming.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-19-14/2023:56>
Input welcome:

== Lifestyles ==
Gangland Hideout (Squatter)  1 month
Simple (Low)  1 month

== Armor ==
Chameleon Suit  [14]
   +Chemical Protection 2
   +Fire Resistance 3
   +Insulation 2
   +Nonconductivity 2
   +Shock Weave
   +Thermal Damping 2
   +YNT Softweave Armor

Custom Ballistic Mask [8]
   +Auto-Injector (Jazz, since poppers are tough with a mask on)
   +Flare Compensation
   +Trodes
   +Vision Enhancement Rating 3

Lined Coat [9]
   +Concealable Holster
   +Quick-Draw Holster

Forearm Guards
Securetech PPP: Legs Kit
Securetech PPP: Vitals Kit

Zoé: Executive Suite (a.k.a. "Sunday Best") 12
   +Custom Fit
   +Newest Model

== Weapons ==
Ares Alpha
   +Airburst Link
   +Flashlight, Low Light
   +Imaging Scope
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   +Sound Suppressor

Ares Crusader II
   +Flashlight, Low Light
   +Gas-Vent 2 System
   +Imaging Scope
   +Shock Pad
   +Smartgun System, Internal

Gunstock War Club (Weapon Focus 3)

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x3
Trodes

== Gear ==
Ammo: APDS (Machine Pistols) x80
Ammo: APDS (Assault Rifles) x84
Ammo: EX-Explosive Rounds (Machine Pistols) x80
Ammo: EX-Explosive Rounds (Assault Rifles) x84
Minigrenade: High Explosive x5
Minigrenade: Thermal Smoke x3

Autopicker Rating 6
Cellular Glove Molder Rating 4
Gecko Tape Gloves
Keycard Copier Rating 6
Lockpick Set
Maglock Passkey Rating 4
Miniwelder
Miniwelder Fuel Canister
Monofilament Chainsaw
Sequencer Rating 5

Contacts Rating 3
   +Low Light
   +Image Link
   +Smartlink

Glasses Rating 4
   +Vision Enhancement Rating 3
   +Flare Compensation

Earbuds Rating 3
   +Audio Enhancement Rating 3

Medkit Rating 2
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch

Cram x10
Jazz x10
Long Haul x5
Novacoke x5

Fake License (TBD) Rating 4
Fake SIN (TBD) Rating 1

Weapon Focus (Bonded Foci) (Unarmed Attack) Rating 3
Qi Focus (Bonded Foci) (Attribute Boost) Rating 1
Qi Focus (Bonded Foci) (Commanding Voice) Rating 1
Qi Focus (Bonded Foci) (Sustenance) Rating 1

Survival Kit
Tool Kit (Armorer)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-19-14/2206:50>
Char Sheet Notes
@8-bit, with your low essence, it's a good thing your CHA and WIL are so high.  Composure tests will come into play should a vampire get you alone and try to feed.  This is especially dangerous to you given your low ESS, but being able to throw 13 dice into the mix there is a great boon in your favor.

Mhmm, yes it will be. I've never done something like this before, so I am (slightly) scared, but I figured this old timer would take all the advantages he could get. After all, it's better to not get fed on in the first place, right?

I love that you have Knowledge skills directly related to the infected.  Those will be very helpful.  While I think Infected Behaviour will be a "Street" skill, I think Infected Theory and Infected Physiology are probably Academic or Professional Knowledge skills, which key off logic.

Yeah, I honestly wasn't sure what you wanted me to list those as. I was thinking he picked up some knowledge of both from his years of experience on the streets, but I can go with either (only loses me 2 dice, which is annoying, but not a big deal).

Also, good to have a few safehouses built in for when we start.

Aye, and I am going to be keeping all of my illegal (and questionably legal) stuff in the Storage Facility. I suppose I should ask a question.

Is the Dangerous Area going to be a major problem? I wanted that to reflect that it was a place that accepted money - no questions, and law enforcement rarely rolls around doing checks. After all, it would practically qualify as a Z-Zone at that point; Response time is 2D6 hours (it might be an E-zone, which is 1D6 hours; still a hell of a long time). However, I could see it might be a problem with vandals or people trying to break in. Should I invest in some maglocks if I want to up the security?

And, speaking of chameleon suits, there isn't a good chameleon coating option for carried items like there was in previous editions. So does wearing a non-coated ballistics mask and carrying around a non-coated club just completely defeat the purpose of a chameleon suit? Ruthenium Polymer Coating seems close but it's damnably expensive (¥5k to ¥20k) and Availability 16F. 8-bit has a ton of Electrochromic Clothing mods on his armor. Is that an accepted convention?

While Electrochromic Clothing can disguise some stuff, it is not truly useful as a concealer. What it is useful is for blending into places by changing the color and various other stuff to sort of "change" the clothing. So, my Black suit could be turned into a red suit, or a navy blue. I took it mostly so I can wear my clothes and change them, basically as a disguise. When people are looking for a guy in a Black Suit and Black Jacket, and I step out of sight for a minute to change it to a Red Suit with a Blue Jacket, I look like a much different person. And I can get away without having a billion pairs of expensive clothing.

So, while it is useful, and theoretically, with enough time and foresight, make things a lot less visible or noticeable at the least, it is not really a stealthing option (like Ruthenium Polymer Coating or the Chameleon Suit).

Has anyone grasped the functional differences between shock frills and shock weave? Shock weave can't be used offensively, costs more, and takes up more capacity. It mentions its use cases more explicitly (resisting clinch and grapple) but those seem to be equally applicable to shock frills. Am I missing something?

From what I understand, Shock Frills are sort of located on the sides of your armor, allowing you to deliberately attack with them. Shock Weave is woven (kind of a tautology, I know) into your armor, making anyone that touches you get shocked. Thus, you can block to force your attacked to touch you, but you would kind of have to throw yourself at someone to use it offensively. Also, Shock Frills seem to be missing a damage code, anyone else notice that?

Actually, thinking about it, I'm not quite sure what the difference really is.

Edit: @Tecumseh

I think the gear list looks good, although I would try and fit a Micro-transceiver into the Ballistic Mask. Haven't run the numbers, so you might be out of capacity. Also, the YNT Softweave Armor is expensive, but not a bad choice if you have the money to spend on it.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-19-14/2306:23>
I figure it's worth mentioning that Sister Rebecca rarely travels armed and NEVER travels with the nade launcher. She only travels with the sword when she's in a country where she has a fake license for it. Most of the time, the sword and nade launcher stay with Saahir until needed for a job.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-19-14/2329:02>
The ballistic mask has trodes. Is a micro-transceiver better for certain things? I figured I would just be DNIing everything, which would fit with the stealthy/silent theme. They cost about the same but I suppose the trodes take up more capacity (2 instead of 1).

Is YNT Softweave a legitimate modification for a ballistic mask? I guess the rules don't really say it wouldn't be, but the "weave" in the name made me think it might be more for jackets and suits and the like. But if rednblack OKs it I'll try to find the nuyen for it.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-19-14/2332:45>
The ballistic mask has trodes. Is a micro-transceiver better for certain things? I figured I would just be DNIing everything, which would fit with the stealthy/silent theme. They cost about the same but I suppose the trodes take up more capacity (2 instead of 1).

Is YNT Softweave a legitimate modification for a ballistic mask? I guess the rules don't really say it wouldn't be, but the "weave" in the name made me think it might be more for jackets and suits and the like. But if rednblack OKs it I'll try to find the nuyen for it.

Trodes allow DNI for stuff, which is useful. I meant Micro-transceiver on top. That allows for subvocal communications. Trodes leave you with normal speaking and mental texts.

I meant the Softweave in the Chameleon suit is expensive. If you can afford it, keep it. But removing it would free up some funds if you need.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-19-14/2345:13>
Are there situations when it is better to subvocalize than text?

I'm square on the funds right now. Technically I might be ¥11 over but it's pretty balanced budget. I may need to spend some more on licenses though. I haven't examined that thoroughly yet.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-19-14/2349:57>
I don't know, I was always under the impression that there was a sort of lag with text. It has to be composed, sent, read, and replied to. Then again, usually that minute of detail is not required. It's not a big deal, I don't think it really matters.

Like I said, the gear looks good to me.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-19-14/2351:16>
Are there situations when it is better to subvocalize than text?

1- If you lack a DNI and actually have to type things into the comm in order to text, it can be faster to sub-vocal.
2- If you fear hacking.

EDIT: Of course, if you fear hacking, and you run the sub-vocal through your commlink, i suppose it can be hacked just as well.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-20-14/1035:07>
@Tecumseh,

I think we're going to keep the stats as listed unless someone in the Gear thread I posted supplies some better arguments for lower Accuracy, damage, etc.  So far, it seems that the particularities of it are not being addressed in the responses I've received.  I think Accuracy 5 is fair, and the Personalized Grip -- I have 100¥ as the cost as well -- will bring it up to Accuracy 6.  Like you, I have a hard time seeing a Polearm as having higher Accuracy than a baseball bat, but I guess it comes down to the fact that the latter is an improvised weapon, while the former is specifically designed for knocking off hoops.  With reach, I think 1 is right, but if you wanted a longer model, I'd allow reach 2 at the cost of making it an Accuracy 4 weapon, as it would need to be wielded in a way much closer to a Combat Axe or Polearm at that size.  As for the cost of the item, that hasn't really been addressed.  I know it's high, but I figure that the craftsmanship that goes into it, as well as the materials involved, will keep the GC properly weighted and effective.  A +2 Concealability modifier sounds right to me, as it's shorter than a sword, and will actually probably be right around the size of a machine pistol with the folding stock extended. 

As for your Improved Senses, I think they're fun, and I know the temptation is to simply get a bunch of other sight-based senses, so rest assured I'll find some situations in which improved smell and hearing will come in handy.

@All, if it's electronic it can be hacked.  Subvocal, text, email, is all fair game. 

The Chameleon suit is a full-body suit, so you can wear your Ballistics Mask underneath it.  Of course, it won't be visible, so no bonus to social tests, but the whole point is that you won't be seen, right?  I'm not sure how to handle gear when you're wearing a Chameleon suit.  It's not covered in the rules as far as  I can tell.  I would assume that most people running around in a chameleon suit are armed, but there's a huge difference between having a hold-out stashed on your person during an insertion and running around with an LMG while doing the same.  Anything that fits in a Concealed or Concealed Quick-draw holster will be covered by the chameleon suit.  I'm inclined to let Tecumseh have a Concealed Holster for She-Who-Dodges-a-Lot's Gunstock Club, similar to how people in the trids run around with their katana strapped to their backs.  If a PC, or NPC for that matter, is running around in a Chameleon suit with a weapon in hand, I'd say the bonus to limit and sneaking test is +1 as opposed to +2.  Seem fair?

@8-bit, the dangerous area is a mixed bag.  On the one hand, it's nice to be away from the eye of the law, but you don't want your shit stolen every 6 months either.  As for maglocks, that's also a mixed bag.  It'll make it harder for someone to break in, but if you're in a crappy part of town with rating 6 maglocks on every door and window, the gangers are going to know there's some sweet gear in there.  That said, I think storing stuff in a less-than-reputable part of town is a good call, and I'm not inclined to penalize you over it.  It may be smart to stash your stuff under false floors, or in false walls, but there's no added cost for doing so.  Just consider it RP fodder.  Getting to and from the place will be another matter, and it is entirely possible that once the game starts your actions may pique the interest of corner hoppers on up, so you'll want to be sure to either keep a low profile, or build contacts with the gangers in your area.  I'm sure they'd be amenable to keeping an eye on the place if you pay your taxes or otherwise provide services. 

Anyway, the tl;dr version is no, no major problems.

I think I covered all the major bases with recent responses, but let me know if I missed something.

Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-20-14/1132:14>
Quick reply before I hit the road.

I never played Assassin's Creed III. Well, that's a lie - I played about an hour. But I never played the character with gunstock war club and didn't know that it was in the game. I just grabbed photos from a Google Images search.

I was hoping for a sheath like a katana might have, yes. Thank you. A negative modifier to Sneaking while running around with the club exposed is more than fair.

Are the contacts you listed earlier group contacts or do we have to purchase them? Looks like Duncan Abbey was free but I wasn't sure about the rest. I know 8-bit and Poindexter have already picked up several of the others.

Any recommendations for making the character male or female? I often go female but in this case I'm leaning male. But it's very flexible. The backstory is well underway. Same for the contacts. Is there any desire for us to fill out the 20 Questions?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-20-14/1147:11>
@rednblack

All right, that's fair. I might get a contact with a gang leader in the area; that would actually work well with area knowledge as well as "security".

I am tempted to free up some funds for some Bioware from War! In case you don't have the book, these are the two I'm looking at. If you will allow them, of course.

Quote from: War!; page 164
Bioware
Adrenal Regulator: These modified adrenal medullae modify the hormones produced during panic situations. As a result, the augmented character is less subject to the physiological effects of stress and panic. This effect translates into a reduction of the threshold of all Composure tests by 2. While the adrenal regulator reduces the panic a person might have, it does nothing for the shock of the experience. It does not alter the effects of a glitch or critical glitch during a Composure test (p. 136).

Quote from: War!; page 164
Cultured Bioware
MPC Bridge: This network of cultured neurons bridges the medial prefrontal cortex and the hypothalamus to give these parts of the brain more control over the amygdala. This grants the user a +1 dice pool bonus when resisting Intimidation and other emotional manipulation. Additionally, the user may ignore normal glitches when making Composure tests and may treat critical glitches as normal glitches.

Quote from: War!; page 164
Bioware    Essence    Availability   Cost
Adrenal Regulator     0.1    8     9,000¥
MPC Bridge    0.1    10    14,000¥
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-20-14/1310:10>
Duncan Abbey is a free contact at Loyalty 1.  You can pump the loyalty with points or karma if you'd like. 

@Tecumseh, As for a male v. female character, I don't really have a preference.  In general, I think that women that underrepresented in tabletop gaming, and by extension in the game worlds themselves, but play whatever you're most interested in.  it won't really make much of a practical difference.  My understanding of the SR world is one in which racism has been replaced by meta-racism, and the gender and sexuality questions that plague our world are largely non-issues.  Of course, there are notable exceptions.  The one suggestion I have, and one that I use when making my chars, is to figure out what would be a good death for this PC.  It's a very OOC way to look at a char, but I find it helps me figure out more about them.  No need to fill out the 20 questions, per se, but I find that most of those are fleshed out in good back stories.  I'm usually particularly interested in what a character's goals are.  Part of the extra knowledge points were given for precisely the purpose of character development as well.

@8-bit, don't feel obligated to buy a contact, though you're certainly welcome to do so.  It would provide a good in-world explanation of how Stake gets by in the area, but it is by no means necessary.  I'm not in the habit of robbing from my players unless there's a good story reason to do so.  I'm amenable to the bioware that you list in your last post.  One thing to note about Composure tests and vampires, it will be nearly impossible for a vampire to feed on you in the heat of combat, at least if you're able to make the vampire fear for its life and you've got teammates nearby.  The feeding process is a long one and best done when the vampire is in control of the situation -- something not likely happening in combat.  Of course, they may opt for less-than-lethal tactics so you can be dragged back to their lair and feasted on later.  I mean, that's what I would do if some nosy shadowrunners came knocking at my door.  Composure tests will absolutely come into play when coming into contact with vampires, though when the team is not in control of the situation.  These are scary, nasty, creatures, and it's next to impossible to know what they're capable of until they do it.  Even for seasoned pros, going into the hunter's maw can be terrifying. 

As for Run Faster, I don't have that book yet, so I'm not sure how keen I will be on including any content from it.  But, I would like to know, what kinds of things for the Infected are there?  I'm hoping Santa might bring it to me, so there's a chance I'll be able to digest it before we get started.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Kincaid on <12-20-14/1416:17>
Sorry for the interruption, I've been enjoying the characters in this thread and wanted to keep an eye on updates more easily.  I really hope Sister Rebecca's grenade launcher gets a chance to say, "By fire be purged!"
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-20-14/1427:56>
No worries, Kincaid.  Happy lurking!
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-20-14/1457:29>
@8-bit, don't feel obligated to buy a contact, though you're certainly welcome to do so.  It would provide a good in-world explanation of how Stake gets by in the area, but it is by no means necessary.  I'm not in the habit of robbing from my players unless there's a good story reason to do so.  I'm amenable to the bioware that you list in your last post.  One thing to note about Composure tests and vampires, it will be nearly impossible for a vampire to feed on you in the heat of combat, at least if you're able to make the vampire fear for its life and you've got teammates nearby.  The feeding process is a long one and best done when the vampire is in control of the situation -- something not likely happening in combat.  Of course, they may opt for less-than-lethal tactics so you can be dragged back to their lair and feasted on later.  I mean, that's what I would do if some nosy shadowrunners came knocking at my door.  Composure tests will absolutely come into play when coming into contact with vampires, though when the team is not in control of the situation.  These are scary, nasty, creatures, and it's next to impossible to know what they're capable of until they do it.  Even for seasoned pros, going into the hunter's maw can be terrifying.

It makes sense to have the contact. I did the numbers, and I didn't really have to drop any of the others anyway. Also, good to know that the bioware is good. Time to do some math to fit them in  ;D

As for Run Faster, I don't have that book yet, so I'm not sure how keen I will be on including any content from it.  But, I would like to know, what kinds of things for the Infected are there?  I'm hoping Santa might bring it to me, so there's a chance I'll be able to digest it before we get started.

It has rules about countermeasures against the Infected mistforms. It also has rules about how Infected Allergies play out, as well as Essence Drain addiction (both the drainer and drainee). Other than that, it's mostly for Infected PCs, which they state are different from NPC Infected (meaning they start out weaker and can buy all their abilities with Karma).

Overall, I like the book a lot, and definitely think it's worth the money. The Infected section doesn't give much for overall use though, mostly just what it means to be a PC Infected. It does have some nice fluff though.

I also don't feel the need to get anything from Run Faster for this character. I like the way he's currently set up.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-21-14/0154:27>
@8-bit: I was planning on taking a gang leader as a contact because it ties into my backstory that I am formulating. I was also planning on either a very simple (Low) lifestyle or a safehouse (Squatter) in gangland. I was thinking that our characters, having been on the team together, could conceivably share a team lifestyle, or at least coordinate our lifestyles and contacts so that they don't overlap too dramatically. Let me know what you think.

@rednblack: Thinking about what would be a good death for the character is an interesting question. I haven't heard that one before. I think I have the answer for this character but now I have to go back and re-examine my last 20 years of PCs.

As for Run Faster, there is a quality I was thinking about. I call it the "gold watch from Pulp Fiction" quality:

Quote
EMOTIONAL ATTACHMENT
BONUS: 5 KARMA

The character has an irrational emotional attachment to a piece of gear. The character will always use this item,
even if presented with a “better” option. Furthermore, if lost in some manner, the character will do everything in
his power, up to and including risking his life and that of his teammates, to retrieve his item. If the piece of gear
is irretrievably lost or damaged, the player must either immediately spend Karma to buy off the quality or suffer
a –1 penalty on all tests that would have used that piece of gear for a six-month period. After that time,
they learn to love a replacement piece of gear, and the quality transfers to that item.

I was thinking of applying it to the Gunstock War Club, which might be something that the character carved themselves. (Someone else would have done the enchanting though.) I was going to use this to replace a bogus Allergy (Uncommon, Mild) quality that was going to be mostly BS.

There might be a couple good ones for Sister Rebecca too, depending on her degree of asceticism:

Quote
HOBO WITH A SHOTGUN
BONUS: 10 KARMA

The character has survived on the streets for so long that anything else makes them distrustful and suspicious.
The character will not choose to stay in accommodations above Squatter. If, for example, the team
elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character
will walk out and find a comfortable alley to sleep in rather than bear this “luxury.” If forced to stay somewhere
above Squatter, the character will be at –2 to all his Mental attributes as he becomes confused, erratic,
and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.

Quote
PIE IESU DOMINE.
DONA EIS REQUIEM.

BONUS: 2 KARMA
The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek
clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the
character gains High Pain Tolerance 1 but always starts the day with 1 box of Physical damage. This box can
be healed, but the character will seek to cause himself another box of damage as soon as possible. Note that
the character’s wounds may cause questions in certain social settings, should anyone notice.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-21-14/0248:05>
Sample contacts. List incomplete. Mostly just getting some ideas out there.

Rusty - Gang Leader (Troll), Connection 4
Rusty is a terrifying badass who earned his position and his reputation the old-fashioned way: with pure physicality. His parents were killed by gang violence when he was young, forcing him to survive on the streets from an early age. Survive he did, with an aggressive "if I don't have a gun I'm going to pick up a  rock" attitude that served him well and left his neighborhood largely devoid of rocks. Rusty cites a preference for them over firearms due to his large hands  and his inability to get his index finger through the trigger guard. He will reluctantly wave around a shotgun if he must, but he disdains it. The rock lets him think of himself as both David and Goliath, a notion that he rather likes.

For all of his physical prowess, Rusty is a family man deep-down, searching for his lost sense of belonging. He found that sense of family and community within the gang, although the irony of one gang killing his family and another gang becoming his family is not lost on him. He serves the gang above all, and does not tolerate divisions or petty rivalries among his "brothers and sisters". He has a fatherly, protective air about him when he's not breaking necks
with his bare hands.

Rusty, never having the opportunities of a normal childhood, is sensitive about his lack of education. He has a skilljack that he uses to slot pirated knowsofts, which he prizes highly. Rusty has also been known to slot BTLs occasionally, although his genre of choice (heart-touching family dramas) would raise eyebrows in some circles. A recent scrape with a Black BTL has left Rusty scorched, meaning that the next Christmas special he watches may
produce some decidedly non-Christmas side effects.

Megedagik, Cascade Ork "Entrepreneur" (Ork), Connection 3
Megedagik is an Algonquin name that means "kills many". He's an alcoholic drug-abuser who looks about five years older than god, but in reality he's just middle-aged. That's what too much sun and a rough lifestyle coupled with being an ork will get you. He appreciates the old Russian adage that "a man who doesn't smoke and doesn't drink dies healthy", and has manabolted enough people to know how quickly and easily the end may come. Plus, he figures that he's either smoking or pickling himself from the inside out, both of which are preservatives so maybe it all cancels out in the end. He's an AmerInd shaman working with the Cascade Ork tribe as a buyer and seller of suspicious goods and information. Mostly he's a hustler but he's charismatic and effective hustler, and he's a good way to keep tabs on tribal lands. He lets ____ keep an old trailer on his property as a bed of last resort, mostly so Megedagik can sleep in it when _____ isn't there.

Megedagik is fatalistic, believing that things happen in larger cycles that are uncontrollable. If it's his role in this world to kill some thug, then he will and he won't lose any sleep over it. If it's his role to be killed by that thug instead, then he won't be in any condition to complain after the fact. If it's his fate to smoke all these cigarettes and snort all these lines of novacoke then that's what he'll do. The Wheel turns at its own pace and Megedagik will turn along with it.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-21-14/0254:41>
@8-bit: I was planning on taking a gang leader as a contact because it ties into my backstory that I am formulating. I was also planning on either a very simple (Low) lifestyle or a safehouse (Squatter) in gangland. I was thinking that our characters, having been on the team together, could conceivably share a team lifestyle, or at least coordinate our lifestyles and contacts so that they don't overlap too dramatically. Let me know what you think.

Sounds alright to me.

My current Gang, well, not Leader, because that's way up there, but Lieutenant (I figured he had control of a certain area; good enough?) is part of the Ancients. I could change it, of course, and my character feels no particular loyalty to Elves. Being a spike baby means he grew up as an oddity around normal humans, but there really was no development of comradeship among other elves, because, well, for the first 20+ years of his life there weren't any others.

As for a shared lifestyle, currently I'm rolling with a Middle Lifestyle w/ Extra Secure. At least, for his legal stuff. Everything else is in less reputable parts of Seattle.

Here are my contacts if you want to try and not overlap or coordinate (or however we are going about this).

Duncan Abbey - Fence
Team Contact

Nori Koizumi - Reporter/Blogger
Contact from rednblack's list

William Farn - Arms Dealer

Disgruntled Human who mostly hates people, but loves guns and all kinds of things that go boom. He keeps trying to recommend "the next big thing", which is usually some new weapon he's jumbled together or created and he wants to test out.

Katherine Michelle - Fixer

Retired Elf bounty hunter who was tired of seeing a bunch of others die due to lack of information and/or gear. Although a genuinely good person is a rare thing on the streets, Katherine certainly is close to qualifying. Seems rather vindictive against Ares, although she has never told Stake why.

"Sliver" - ID Manufacter

Retired Human Runner who earned his name due to the enormous amounts of 'ware he has implanted in him and his cold-blooded logical perspective. It's almost as if he has a "sliver" of humanity left. One of his runs went south in the past, and he was barely kept alive with heavy applications of cyberlimbs. He still uses his talents to hack the SIN registries, but his paranoia requires meetings only online, with a proper password, biometric check, and all transfers are made with certified cred.

Alfred Winston - Beat Cop

60 year old Human that's been on the same beat in Seattle for a long time. While he constantly grumbles about his job, he knows the area and knows when something unusual is going down along his "territory" (for lack of a better term).

Carl Prane - Street Doc

You never know when you're going to need a doctor in this line of business. The dwarf has some good facilities for fixup and the connections to get everything necessary for 'ware installment, but you gotta pay for it. Stake has left his life in Carl's hands many a time, and Carl has yet to let him down. If there is one thing he's good at, it's patching people back together.

Andre Birno - Taxi Driver

Andre is a tall, grizzled looking Spanish Ork. He's got to be in his late 30's, making him positively ancient. He's got a fairly large family, which is to be expected for an Ork. While he doesn't really have any connections or pull, you would be surprised what a Taxi Driver hears and knows; especially where all the bad parts of town, and any unusual events are.

Sam - Bartender

Human Bartender that Stake knows next to nothing about. He knows his drinks though, and bartenders obviously hear all the juicy gossip and weird information that you could imagine.

Muriel - Ancients Lieutenant

French Elf who runs the Redmond Division. She is authoritative and commanding, good qualities for a leader. Stake keeps up payments for added security and passage through her territory. She also appreciates the fact that he cleans up some of the Infected; they aren't good for business. Infected people don't pay, and they kill others who also then can't pay.

Edit: Sheesh, I took so long to write this that you already wrote something up. Gonna edit this really quickly. Also, not as much of a description as you had, hopefully you don't mind.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-21-14/1340:48>
Marcus, Cult "Johnson" (5, 1)
 Her main point of contact with the church is a cruel and impatient white man, bitter with the cards he's been dealt in life. HE was supposed to be the slayer, not some glorified street fixer, which is what he feels like in the position he actually HAS with the church. He's known Rebecca since they were children and he's only 3 years older than she is, but he's always acted like he's much older and wiser than she is. Perhaps this is why he's so strict and vicious in the penance he doles out to her after each confession.

Nori Koizumi, Blogger/reporter (4, 3)
 Information is the game.  The saying goes, "It's not what you know, it's who you know," and Ms. Koizumi would disagree vehemently.  "Without the 'who,' there is no 'what,' but it's the 'what' that pays the bills," she would say.  And pay the bills it does.  Ms. Koizumi writes for a number of scream sheets as well as a few of the more reputable sources, and she's got the list of clients to back those stories up.  She favors any stories with a hint of the macabre, and it was as long ago as early April when she first opined that something rotten was happening in the shadows of the Infected.  In her early 20s, Ms. Koizumi is plump, gracious, and only slightly over a meter-and-a-half tall, but when she gets a hold of a story, she is tenacious.  Ms. Koizumi is a human of Japanese ancestry.

Raven, Info broker (3, 2)
 A paranormal investigator turned Ghoul, Raven is a go-to source for information about the Infected, their habits, their weaknesses, and certain goings on in some of the more unsavory corners of Seattle.  She stands a meter-and-a-two-thirds tall, is lanky -- as ghouls tend to be -- and has a pair of obvious cyber eyes which help her do most of her work on the matrix.  She is a regular contributor to Grotto1, where she uses the handle "Nevermore."  For those who have never met Raven in the flesh, it is not common knowledge that she is a ghoul.  Raven is one of the self-loathing ghoul types, and she makes every effort to inform the non-infected and infected alike in her life that she only eats scraps that she buys from street docs.

Saahir, Smuggler (4, 2)
 A former member of the Black Panthers, Saahir is a strong minded and profit oriented kind of guy. He's completely self-educated and highly intelligent, never one to let a good opportunity pass him by. He's also one HELLUVA salesman, having saved Beccas life a few times by convincing her to purchase expensive weapon and armor mods, almost against her will sometimes. She doesn't trust his morals or beliefs and tries to convert him constantly, but she trusts his knowledge of weapons implicitly at this point. If he tells her to buy something, she buys it.


Duncan Abbey: Fence: Connection: 6 (Team Contact)
 Should I not take this contact, as Becca aint part of the team?



Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-21-14/1841:04>
Getting close on the supply/equipment list. Can I get a clarification on the price of the wooden flechette and silver ammo? Wooden flechette is ¥50 extra per box and silver is ¥150 extra per box. So the question is, what is a box? 10 rounds?

Also, are we using Bullets & Bandages prices and descriptions (i.e. size) for medkits or are we sticking with the core rulebook?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <12-22-14/1403:47>
I assumed that a box was 10 rounds (as that's what you pay for the bullets normally). So, 115 per 10 Wooden Flechettes and 270 per APDS Silver Rounds.

If it's different, I'll need to make some changes to my list.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-22-14/1406:35>
Yes, as per SR5, each box of ammo is 10 rounds.

We'll also be sticking with SR5 medkits.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-22-14/2018:31>
Next version of the gear list. According to Chummer, this totals to ¥101,996. That's Resources E + 1 karma of nuyen when taking into account additional lifestyle expenses from the Dependent quality.

I ended up going away from the chameleon suit because I figured that I was spending a ton of money on a tricked-out suit to get +1 on Sneaking tests (given that I would be wandering around with exposed weapons a reasonable amount of time). The full body armor is less expensive, provides more armor, and also addresses one of the more pressing concerns I had about vampire security - namely, incapacitating chemical attacks.

== Lifestyles ==
Gangland Hideout  (Seattle, Squatter, Extra Secure) 1 month
Simple Monastic Lifestyle (Seattle, Low) 1 month
Trailer in the Woods (Salish-Shidhe, Squatter)  1 month

== Armor ==
Full Body Armor 15
   +Chemical Seal
   +Fire Resistance 2
   +Insulation 1
   +Nonconductivity 2
   +Shock Frills
   +Thermal Damping 2
Full Body Armor: Helmet 3
   +Trodes
   +Flare Compensation
   +Vision Enhancement Rating 3

Lined Coat 9
   +Electrochromic Clothing
   +Concealable Holster (for Ares Crusader II)
   +Concealable Sheathe (for Gunstock War Club)
Forearm Guards 1

Vashon Island: Synergist Business Line 9 ("Sunday Best")
   +Custom Fit
   +Concealable Holster

== Weapons ==
Gunstock War Club w/ Personalized Grip

Ares Alpha
   +Flashlight, Low Light (side mount)
   +Imaging Scope (top mount)
   +Personalized Grip
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   +Sound Suppressor (barrel mount)
   +Ares Alpha Grenade Launcher (underbarrel mount)
          +Airburst Link

Ares Crusader II
   +Flashlight, Low Light (side mount)
   +Gas-Vent 2 System (integral)
   +Imaging Scope (top mount)
   +Personalized Grip
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   +Sound Suppressor (barrel)

== Commlink ==
Fairlight Caliban
Meta Link x3 (burners)
Trodes

== Gear ==
Ammo: APDS (Machine Pistols) x40
Ammo: APDS (Assault Rifles) x42
Ammo: EX-Explosive Rounds (Machine Pistols) x40
Ammo: EX-Explosive Rounds (Assault Rifles) x42
Ammo: Silver APDS (Assault Rifles) x42
Ammo: Silver APDS (Machine Pistols) x40
Ammo: Wooden Flechette (Assault Rifles) x42
Ammo: Wooden Flechette (Machine Pistols) x40
Minigrenade: Flash-Bang x3
Minigrenade: High Explosive x3
Minigrenade: Sawdust x3
Minigrenade: Thermal Smoke x3
Spare Clip (Ares Alpha) x4
Spare Clip (Ares Crusader II) x4

Autopicker Rating 6
Cellular Glove Molder Rating 4
Gecko Tape Gloves
Keycard Copier Rating 6
Lockpick Set
Maglock Passkey Rating 4
Monofilament Chainsaw
Sequencer Rating 5
Miniwelder
Miniwelder Fuel Canister

Glasses Rating 4
   +Vision Enhancement Rating 3
   +Flare Compensation
Contacts Rating 3
   +Low Light
   +Image Link
   +Smartlink
Earbuds Rating 3
   +Audio Enhancement Rating 3

Fake License (to go with free SIN) Rating 4
Fake License (Adept License) Rating 1
Fake License (Automatic Weapons License) Rating 1
Fake License (Bounty Hunter's License) Rating 1
Fake SIN (TBD) Rating 1

Jazz x9
Long Haul x5
Novacoke x5

Weapon Focus (Bonded Foci) (Unarmed Attack) Rating 3
Qi Focus (Bonded Foci) (Attribute Boost) Rating 1
Qi Focus (Bonded Foci) (Commanding Voice) Rating 1
Qi Focus (Bonded Foci) (Sustenance) Rating 1

Medkit Rating 2
Respirator Rating 6
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Survival Kit

Tool Kit (Armorer)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-22-14/2052:26>
@Poindexter, about Duncan Abbey, if Sister Rebecca hasn't met him yet then he will ne a contact after that first meeting.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-29-14/0227:53>
A couple more contacts. I'm almost done with the background. My goal is to have the final sheet/gear/background done by tomorrow. I've got my list of names narrowed down to two.

I notice nobody has selected Father Jim Mallory as a contact yet. My character needs a religious figure, so I have Pastor Paul, whom I designed to be of use if we find ourselves in a globe-trotting campaign. If it's preferable for someone to have Father Jim as a contact for the purposes of the story, I can swap him in for Pastor Paul.


Pastor Paul - Pastor (Human) - Connection 4
Pastor Paul was born in Minnesota, UCAS but now lives near Los Angeles, PCC. He is a large human who grew up playing full-contact sports. Pastor Paul is a charismatic and forceful presence, but much of his powerful oratory is due to the fact that he is a mystic adept following The Speaker's Way. He can whip a congregation in to a religious frenzy using Mob Mood, then use Commanding Voice when it reaches a crescendo.

Pastor Paul's life work has been to start new churches. He moves every 5 to 10 years, establishing new congregations before moving on. He first led a congregation in Billings (in the Sioux Nation) before moving to Salem, Tir Tairngire. (The elves, being ageless, weren't terribly interested in Paul's promise of eternal life, but the humans, orks, and trolls were more receptive, especially as the underclass in the Tir.) He then moved to Seattle, where re-established a congregation called Holy Trinity Lutheran Church, which had be displaced from its original home by the Treaty of Denver in 2018. Pastor Paul was one of the principal drivers behind _____'s convesion.

Paul has since moved to Los Angeles area, PCC. He lives and works in Huntington Beach, very near the disputed area between the PCC and Aztlan. He is confident in God's ability to keep him safe from harm, a faith which he supplements with spirits of fire (materializing as angels) to defend himself and his church. In his free time, he loves swimming and surfing more than anything, although his fire spirits are less enthusiastic about it.

Pastor Paul has now moved but he still relies upon _____ to keep watch over the congregation in Seattle. Holy Trinity is still dependent on _____, both for his final contributions as well as the leadership he provides. _____ is called at least once a week to help with the soup kitchen, or to speak to the children at Sunday school, or provide cookies and soykaf for the social hour following services, or to donate money for emergency repairs.

Pastor Paul is a pragmatic man. While he won't help _____ do anything blatantly illegal, he is not above turning a blind eye or bending certain rules (Caesar's, not God's) in order to help _____. He is in constant contact with the members of his congregation - both current and former - and is well aware of the concerns in their lives.


Lola Lustytush - Stripper (ork) - Connection 2
Lola Lustytush is a human-looking ork who works as an exotic dancer at Torchie's, a notoriously rowdy strip club in a Loveland (western Puyallup), near Fort Lewis. She dances for drunk and violent members of the military and the Metroplex Guard, as well as the gangers and organized crime types that flock to her show. Her orkish curves coupled with her smooth, pleasing complexion would be enough to ensure her popularity, but her nearly-religious fan base is due to the fact that she is (unwittingly) a physical adept who channels her power into her enthralling performances.

In another life, Lola might have been a model or a giggling sorority girl, but she was born to the wrong parents on the wrong side of the city. Lola is enrolled in correspondence courses via the Matrix in an effort to obtain her Associate's Degree, but her ultimate goal would be to return to school full-time to get her Bachelor's degree. Eventually she would like to become a nurse or a early-childhood educator. Lola keeps these ambitions largely to herself, as they conflict with her mysterious, unobtainable stage personality. Lola is a bright girl and has a good understanding of psychology and marketing. She knows to stay distant, enigmatic, and to always leave her audiences wanting more.

____, prior to his conversion, was one of Lola's many dedicated fans. He even entered a contest to win a date with Lola. Unfortunately the contest was a single-elimination pit fighting tournament. Doubly unfortuante, there were no weight class divisions, so _____ was paired against Rusty, a manslaughtering troll, in one of the early rounds. Triply unfortunate, all the contestants were dosed with Fight Milk - an local delicacy designed to make the fights additionally entertaining for the audience. It starts with milk (for calcium) and an egg (for protein), to which the bartender adds vodka, Cram (the stimulant), Ripper (a potent mix of synthetic steroids, pseudolipids, sugars, and amphetamines), and a "secret ingredient" that evidently triggers frothing at the mouth and a desire to bite. Despite his exceptional ability to evade attacks, _____ didn't have a clue how to use his fists effectively, nor could he counteract Rusty's longer reach or dermal armor. ____ lost the fight badly, which left him rather broken but impressed Lola enough for her to learn his name and to even become friendly toward him. _____ no longer pursues her as a romantic interest, which intrigues Lola and makes her feel more comfortable around him.

Given her position, Lola is an excellent street contact. She has a good sense of the criminal underworld, especially among the organized crime types that frequent her shows, but also knows about the lives and concerns of her fellow dancers, bouncers, and bartenders at the club, along with what they hear from the loose-lipped patrons.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <12-29-14/1219:42>
I've still only got the first half of Beccas background written out, but ive got it all in my head. I just gotta put it in cool lookin words and shit still.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-30-14/0400:22>
Here is the medium-coherent version of my background. I generally try to tie together a PC's skills, qualities, and contacts into a vaguely plausible sequence of events. Additional elements of the background are in the contact descriptions. It probably makes more sense in my head.

"Achak" means spirit. The other finalist was "Teros", which means watchman.



Achak was born on Cascade Ork lands in the Salish-Shidhe Council, in the Cascade Mountains east of Seattle. As a human among orks, he was undersized and forced to develop fast reflexes to avoid getting beat up on a regular basis. Orks, as the dominant demographic, were the social elite of the tribe. Achak grew up thinking that orks were cool, and early in his life it would have been fair to call him an ork poser. He learned some Or'zet, spoke with a growl, and even wanted to get his lower canines into tusks. He eventually outgrew this.

Achak awakened as a teenager, responding to Dog's call. He attended a local school but did not take readily to his studies. He is more street smart than book smart, able to read people better than he can read a book. Legitimate job opportunities for the Cascade Ork tribe generally include logging and mining. Illegitimate job opportunities are far more plentiful, and include smuggling things back and forth between Seattle and Salish-Shidhe. Achak eventually fell into this work after connecting with an older ork named Megedagik. Achak powers of perception, enhanced by his developing adept abilities, made him an excellent person to be on point. This brought him into Seattle, specifically Puyallup, where he found many other opportunities available for street-smart individuals such as himself.

Achak initially fell in with a local gang called the BlackJacks led by a large troll named Rusty. Rusty took him in as a brother, and under his tutelage Achak developed a talent both for breaking and entering and beating fools down with a baseball bat. The gang also put a gun in his hands for the first time. Achak preferred automatic weapons; at the time he was fond of undisciplined spray-and-pray tactics. Rusty and Achak eventually had a falling-out over a popular stripper named Lola Lustytush, whom they both desired. They each entered a "win a date with Lola" contest that turned out to be an organized pit fighting tournament. Rusty and Achak were paired in the tournament, with negative consequences for Achak. Although shifty and able to avoid many attacks, Achak was unable to harm the larger, tougher troll, and eventually fell victim to Rusty's longer reach. Achak was beaten badly, which wounded his pride deeply and left him with a lingering prejudice toward trolls. Achak parted way with Rusty and his gang soon after. Rusty did not take the news well and is considerably cooler to Achak than he used to be, although he remains cordial. Achak, unable to truly abandon a friend or family member due to his mentor spirit, still considers a Rusty a resource, even if he’s still resentful of his beating (and losing the date with Lola).

After running with the BlackJacks, Achak was recruited by Stake specifically for his Perception abilities. His adept powers of Motion Sense and Magic Sense make it difficult for him to be ambushed, even by a vampire. Combined with his natural bravery, his adept powers improved Achak's survivability enormously, giving him the time and experience to develop into a more complete fighter.

While shooting vampires works fine, Achak realized he needed a melee weapon to feel truly comfortable. He was familiar with gunstock war clubs from his time growing up on tribal lands, and felt like it would be an easy transition after using a baseball bat for gangland enforcement activities. He carved his gunstock war club himself out of the heartwood of a hickory tree, renowned for its combination of strength, toughness, and shock resistance. Achak worked with Megedagik to get the club enchanted but the fact that the club is made out of wood gives Achak a psychological edge over vampires. It can also be used to make them rematerialize if they've gone into mist form, which is useful to counteract vampires trying to make a quick escape.

Achak was growing into a confident second-in-command under Stake when the troubles began. Targets were drying up while competition increased. Disaster struck when Achak ordered a junior team member to create a distraction while Achak snuck up behind for the kill. The ruse did not work because Achack was not fast enough. The teammate was killed before Achak could strike down the vampire. As a follower of Dog, the loss hurt Achak immensely. It triggered a crisis of confidence in his leadership abilities, which even now remain affected.

Following the tragedy, Achak searched for answers. Blaming himself for being too slow, he is increasing turning to combat stimulants to give him an additional edge. But he also knew that his pride has gotten the best of him, that he had ordered a teammate into a vulnerable position so that he could seize the glory with the kill. He was demoralized by his excessive pride and began to doubt his gifts.

During this vulnerable period, Achak fell under the sway of Pastor Paul, a charismatic Lutheran minister (and mystic adept) leading a growing congregation in the Barrens. Paul was directly responsible for Achak's conversion. Spiritually, Achak is now a blended mix of Christian teaching and traditional Native American values. His mentor spirit now occasionally assumes the form of the Apostle John, the faithful disciple who never denied Jesus and was present for both the Crucifixion and the Resurrection. The church is where Achak found his social confidence, where he learned to treat everyone - high, low, or in between - as an equal.  Pastor Paul has since moved on to the Los Angeles area, leaving Holy Trinity in the hands of local leaders like Achak. Holy Trinity is dependent on Achak for support, whether it is helping to resolve internal disputes or counsel fellow congregants or help in the soup kitchen when not enough people have signed up to serve.

Achak’s time with the church taught him patience - "Be still, and know that I am God." Psalm 46:10 - which improved both his stealth and his target selection. Achak now favors sharpshooting, especially as headshots and damage to the spinal cord cannot be regenerated by the Infected. For shooting, Achak favors the Ares Alpha and Ares Crusader II, mostly for their names. The Alpha references Revelation 1:8 - "I am the Alpha and the Omega" - while the Crusader is obvious.

In addition to his Gunstock War Club, Achak carries several Qi Foci:
- a wooden cross around his neck for Sustenance - "Man shall not live on bread alone" (Matthew 4:4)
- a stone cross with a mustard seed embedded for Commanding Voice - "If you have faith as small as a mustard seed, you can say to this mountain, 'Move from here to there,' and it will move. Nothing will be impossible for you." (Matthew 17:20)
- a woven sling worn around his wrist for Agility Boost - "The battle is the Lord’s, and he will give all of you into our hands.” (1 Samuel 17:47)
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <12-30-14/1302:25>
@Tecumseh, nice write up. 

@Poindexter, I like cool lookin words.  Looking forward to it.

ETA: are we nearing a start date?  Would everybody be ready by next Monday or thereabouts?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-30-14/1316:33>
I'm getting the sheet nice and pretty right now. Monday sounds perfect to me, especially if the GM requests revisions.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-30-14/1350:07>
Name: Achak
Alias: Teros
Race: Human
Sex: Male
Nationality: Salish-Shidhe
Ancestry: Native American
Lifestyle: Low in Seattle, Squatter safehouses in Puyallup and Salish-Shidhe
Money: ¥1434
Karma Spent: 0
Physical Description:TBD

Attributes
BodyAgilityReactionStrength
355 (7)5
LogicIntuitionWillpowerCharisma
2634
EdgeMagicEssenceInitiative
3663d6 + 13
Physical l.Mental l.Social l.Astral l.
7566
Physical boxStun boxOverflow
0/100/100

Positive Qualities
NameNotes
Catlike+2 Sneaking
Guts+2 resist fear and intimidation
Mentor Spirit (Dog)+2 tracking, improved senses, loyalty
Sharpshooter+2 called shots, -1 all other shots

Negative Qualities
NameNotes
Addiction (Mild) (Stimulants)Woooo!
Allergy (Common) (Mild)Chocolate (real and fake)
Dependent (Nuisance) (Mild)Holy Trinity Lutheran Church
Loss of Confidence (Leadership) (Mild)-2 to Leadership tests
Prejudice (Specific, Biased) (Trolls)-2 to social interactions
SINner (National)Salish-Shidhe

Adept Powers
NameCost     Notes
Attribute Boost (Agility)0.00Qi Focus, 7 dice = hits equal boost
Combat Sense0.50+1 defense, can always roll for surprise
Commanding Voice0.00Qi Focus, +1 opposed Leadership or Intimidation tests
Critical Strike (Clubs)0.50+1 DV clubs
Danger Sense0.25+1 surprise checks
Enhanced Accuracy (Clubs)0.25+1 Accuracy
Improved Reflexes 22.50+2 Reaction, +2d6 Initiative
Improved Sense (Bloodhound Scent)0.00from mentor spirit
Improved Sense (High-Frequency Hearing)0.00from mentor spirit
Magic Sense0.50Detect Magic, range = 60 meters
Motion Sense0.50Perception + Magic [Mental] vs. threshold, range = 6 meters
Sustenance0.00Qi Focus, one meal per day
Traceless Walk1.00-4 Perception checks to detect with hearing

Active Skills
NameRatingNotes
Influence skill group5
...Etiquette5
...Leadership5-2 Loss of Confidence
...Negotiation5
Athletics skill group1
...Gymnastics1
...Running1
...Swimming1
Outdoors skill group1
...Navigation1
...Survival1
...Tracking1+2 Mentor Spirit

Name     Rating     Notes
Automatics (Assault Rifles)     6 (8 )smartlink, Sharpshooter
Clubs (Gunstock War club)6 (8 )+3 weapon focus
Locksmith (Maglock)6 (8 )
Perception (Hearing)6 (8 )improved adept senses (scent, high-frequency hearing)
Sneaking (Urban)6 (8 )+2 Catlike
Armorer (Melee Weapons)2 (4)
Artisan1
Computer1
Disguise1
Escape Artist1
Free-Fall1
Heavy Weapons1smartlink
Intimidation1
Palming1
Pilot Ground Craft1

Knowledge Skills
NameRatingCategory
Security Design (Homes)4 (6)Professional
Area Knowledge: NAN (Salish-Shidhe)2 (4)Street
Area Knowledge: Seattle (Puyallup)2 (4)Street
Music (Classical/Baroque)2 (4)Interest
Christianity (Protestantism)1 (3)Academic
Street Drugs (Stimulants)1 (3)Interest

Language Skills
EnglishN
Or'zet (Speak)3 (5)
Spanish (Speak)1 (3)

Contacts
ContactLocationProfessionC/L
Lola LustytushLoveland, SeattleStripper2/3
MegedagikCascade Ork, Salish-ShidheEntreprenuer3/2
RustyPuyallup, SeattleGang Leader4/3
Pastor PaulLos Angeles, PCCPastor4/3
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <12-30-14/1359:22>
A: Attributes (24)
B: Skillz (36/5)
C: Magic (4, free rating 2 skill)
D: Human (3)
E: Resources (¥100,000)

I took Armorer as the free rating 2 skill. I spent two special attribute points on Magic and the third on Edge.

Karma breakdown
Positive Qualities = -26
Skill Groups 2 * 5 = -10
Logic 1 > 2 = -10
Active Skills  9 * 2 = -18
Weapon Focus R3 =- 9
Qi Foci 3 * 2 = -6
Nuyen = -1
-------------
Total = -80

Negative Qualities +35
Chargen Karma +35
Post-chargen Karma +10
-------------
Total = +80

In other thoughts, I am reminded that there are two different versions of Commanding Voice. The one in Stolen Souls is about 10x less powerful than the one in Street Grimoire. I went with Street Grimoire because that's what is in Chummer 5. I wasn't intending to use it much, largely due to the Loss of Confidence negative quality, but if rednblack prefers the Stolen Souls version then I'll switch out that power for another one.

It also occurs to me that I didn't put my adept powers on the sheet I just posted. I'll add them now. Edit: Added.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-01-15/1427:57>
== Background ==
Annabelle was a frail child; born human, sickly, and 2 months premature to a pair of elves who gave her up for adoption as soon as they saw what she was. Her earliest memories are of the church. Every sunday, she and all the other kids from the adoption center would go there together and even though most of the other kids seemed bored, Anna was positively ENTHRALLED. The ceremony... The lighting... The clothes... The language... The music... The WORDS!!! In her short little life so far, she'd only ever known pity at best and ridicule at worst, but here inside these walls and surrounded by these stained glass windows, she was taught about hope. She learned all the words to all the songs, even though her singing voice was average on her best days. She learned all the words to the prayers and the chants, even though they were in latin and she didn't understand what a word of it meant. She was maybe 9 by the time she'd become such a fixture at the church, cleaning up, cooking, helping out, and making friends, that she was formally adopted by the church and went to live there for good.

It was maybe three years after then that she awakened. At first, Anna saw it as a child would; A blessing of wisdom and strength from God himself. But once she learned that it came with responsibilities and changes she wasn't ready for yet, she was hesitant. Once they saw her talents, they wanted her to go away to an old Gregorian monestary to be trained and taught. She was afraid to go. What kind of holy warrior was she supposed to be? She just wanted to stay in the church and sing the songs, tend to the books, dust the statues, marry a nice man and grow old. But God had chosen her for something else. What could she do? She said goodbye to her friends in the church and left [CITY], never to see them again. Well, most of them, anyway...

Marcus had always been a bully. Not your typical hair pulling, wedgie giving, lunchmoney taking sort of bully, but a bully none the less. Since Annabelle had first arrived at the church, Marcus had been mean to her. He was three years older than her and far more well read, far further educated in the path of the Lord than she. He lorded this fact over her and all the other children who came to the church. Whereas some bullies use their strength to make themselves feel better about themselves, Marcus used his intellect, and God help the poor child on whom he would fix his intellectual ridicule on any given day. Annabelle had seen kids driven to tears or wetting themselves by the ferocious mocking this little monster would hand out, and she was always smart enough to not make herself a target of his wrath. She stayed silent when she could tell he was in one of his moods. Not only was there the natural human instinct to not be singled out, but she also knew enough about the teachings to know that to argue with a christian male about his beliefs is incorrect and an abomination against God. In the few instances that she WAS singled out, she remained very quiet and still, looking at the ground and refusing to make eye contact with him until he would finish and storm off, triumphantly. She'd spent years living under the same roof as this small minded, petty little worm and she dreaded rounding every corner in the church for fear of having to see his weasely face. The only postive thing she could find about leaving the church and going to live in some monastery in the middle of nowhere to be trained in battle magic, the ONLY silver lining was that she'd never have to see that little cockroach again. How wrong she was.

After 10 long arduous years of training, she was a demon hunter. Taught the skills to track down evil spirits wherever they may hide and slay them in their places of power, the monastery put her into the field, armed only with her holy sword, "The blade of Gabriel" and one contact. This would be the person she would go through for all of her mission related info from the church, as well as all her material supplies and transportation until she developed her own contacts for those. She felt a slight twinge in her stomach when she read the name of the contact; Marcus. It couldn't be, she figured. But indeed it was. For six years now, she's been wandering the north american continent, building her contacts as well as a web of fake identities, drops, and safehouses in a desperate attempt to have as little to do with Marcus as possible. It's been going quite well. For a while there, she just couldn't find anyone who could get gear cheaper than he could or more reliably, so she had to keep with him for re-supply. But two years ago, she caught him in a lie, quite by accident and found out who HIS supplier was; a former black panther named Saahir. Since then, she's done everything she can to look out for him and nurture the relationship and it's paid off in the last few months. She can tell he's starting to trust her a bit more lately than he initially did.

Now, "Sister Rebecca" is 27 years old with over three dozen kills, making her one of the most effective demon hunters working today. When she isn't actively working a mission, she wanders unarmed among the homeless and destitute, healing their ills and helping their communities as best she can. But as soon as she gets the right message from Marcus, she can be nearly anywhere in North America within hours, armored to the gills and armed to the teeth, ready to lay down the righteous vengeance of the Lord himself on whatever blight he may find offensive in his holy sight.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <01-01-15/1432:42>
In other thoughts, I am reminded that there are two different versions of Commanding Voice. The one in Stolen Souls is about 10x less powerful than the one in Street Grimoire. I went with Street Grimoire because that's what is in Chummer 5. I wasn't intending to use it much, largely due to the Loss of Confidence negative quality, but if rednblack prefers the Stolen Souls version then I'll switch out that power for another one.

It also occurs to me that I didn't put my adept powers on the sheet I just posted. I'll add them now. Edit: Added.

The Stolen Souls version is the "official" one; they changed the Street Grimoire one to Authoritative Tone. It's in the Street Grimoire Errata.

Also, I should be ready by Monday; finishing up everything in the next few days.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-01-15/1446:33>
I'm ready to go whenever as well. Amped up and ready to go.

Got that kinda clarity of focus that only white hot rage can give ya, y'know?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <01-01-15/1517:02>
I'm ready to go whenever as well. Amped up and ready to go.

Got that kinda clarity of focus that only white hot rage can give ya, y'know?

Excellent.  Also, nice write-up.

OOC is up here: http://forums.shadowruntabletop.com/index.php?topic=19159.0

 
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-01-15/1725:02>
I'll get a placeholder post up. What's the character limit for a post? I'm probably going to hit it if I post sheet+gear+contacts+background. Might have to trim a bit, or include links leading back here.

Also, will replace Commanding Voice with another option.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <01-01-15/1726:35>
I'll get a placeholder post up. What's the character limit for a post? I'm probably going to hit it if I post sheet+gear+contacts+background. Might have to trim a bit, or include links leading back here.

Short answer: I have no idea.  If you need to link back to this thread, that's fine. 

Would you guys see any need for a dedicated NPC thread?  I could set one up after all the runners have finished. 

ETA: 1 last (ha!) question I have: any idea what a suitable bounty for a vampire is?  I haven't been able to find anything.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-01-15/1734:57>
I can check Running Wild later tonight. It had bounties for ghouls. (¥1,500/head in the UCAS, if I remember correctly.) I don't recall if they had bounties for vampires but I'll check.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-01-15/1817:13>
From Running Wild, p. 64:

   Species   UCAS   CAS
   Bandersnatchii      ¥7,500      ¥5,000   
   Banshees      ¥5,000      ¥5,000   
   Dzoo-noo-qua      ¥2,500      ¥3,000   
   Fomôraig      ¥1,500      ¥1,500   
   Ghouls      ¥1,500      ¥1,500   
   Goblins      ¥4,000      ¥4,000   
   Loup-garou      ¥2,500      ¥3,500   
   Nosferatu      ¥15,000      ¥15,000   
   Vampires      ¥7,500      ¥6,000   
   Wendigos      ¥15,000      ¥15,000   

If you don't have Running Wild I can share some relevant passages that might be helpful for game background/setting.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <01-01-15/1819:52>
@Tecumseh, thank you.  That's great.  I'm going to move that on over to the OOC thread.  This campaign will go with those numbers.

Obvious ETA: if said vampire, nosferatu, etc. has additional bounties on her head, those numbers will also be included in a paid bounty, should the runners be aware of it, of course.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <01-01-15/2147:14>
I also have a placeholder up there, as it's not completely done yet. Well, the crunch stuff is done, but the backstory and such isn't; I'll have it ready to go in a few days.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-02-15/2040:14>
Added quite a bit to the placeholder post. I hope to clean it up more as we go on. Add dice pools (not just ratings), weapon stats, and so on.

I switched up my Qi Foci. I got rid of Commanding Voice and replaced it with Cloak. I also dropped Attribute Boost (AGI) and took Linguistics instead. I was feeling guilty about Attribute Boost, given that my skills are already pretty min/maxed, and Linguistics seemed like a great fit both for a globe-trotting campaign (should we globe-trot) as well as a natural fit for a newly converted Christian (Acts 2:4 (http://biblehub.com/acts/2-4.htm)).

In other news, I went for an allergy instead of the Emotional Attachment quality from Run Faster since rednblack said he didn't have that book yet. Also, Chummer now tells me that I have more money than I thought I did. Originally I had it within ¥4 but now it's saying I have ¥1,434. I don't recall deleting anything but perhaps I did. I entered the Gunstock War Club in as a custom item so I'm reasonably sure that it was accounted for correctly.

Sister Rebecca's Code of Ethics seems pretty brutal. It's like Dependent and Allergy and Pacifist all rolled into one, plus a bunch of others that aren't easily categorized. And, yes, krill are shellfish. To play devil's advocate, how does Sister Rebecca reconcile "no lying" with the Fake SINs?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-02-15/2133:35>
Sister Rebecca's Code of Ethics seems pretty brutal. It's like Dependent and Allergy and Pacifist all rolled into one, plus a bunch of others that aren't easily categorized. And, yes, krill are shellfish. To play devil's advocate, how does Sister Rebecca reconcile "no lying" with the Fake SINs?

I had been thinking about these things as well lately. I mean, it makes sense fluff wise, but actual mechanic wise, it seems hairy. ESPECIALLY the fake SIN bit. Maybe no lying to christians? Maybe simply broadcasting a fake SIN doesn't trip her "lying" wire, but giving the false name does?

but yeah, i HAD been thinking about the dependant/allergy/pacifist thing. I'd like to make it a bit less brutal, but i kinda feel like it SHOULD be a little brutal. Just not THAT brutal, y'know?

suggestions?
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-03-15/1441:10>
I presume the "no lying" is based on "Thou shalt not bear false witness." There ancient, and more literal, interpretation of this is "no false testimony". In other words, no lying about others, but there's nothing explicitly forbidding you from misrepresenting yourself.

"Thou shalt not kill" is pretty watertight, but then the rest of the Old Testament is filled with lots of killing and recommendations on who not ought to live. There are other passages that clarify it more as the killing of innocents, which is great but probably worth a Code of Honor in its own right (let alone the other 12 restrictions). The same is largely true for "thou shalt not steal" too.

Krill would definitely be off the dinner menu, given that they do not have "fins and scales". That's a pretty significant restriction in itself. Looks like mycoprotein for Sister Rebecca. Granted that she's being very Old Testament-y, but the New Testament did remove the dietary restrictions (Mark 7:19 (http://biblehub.com/mark/7-19.htm), Acts 10:15 (http://biblehub.com/acts/10-15.htm), Acts 11:9 (http://biblehub.com/acts/11-9.htm)).
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-03-15/1445:33>
I presume the "no lying" is based on "Thou shalt not bear false witness." There ancient, and more literal, interpretation of this is "no false testimony". In other words, no lying about others, but there's nothing explicitly forbidding you from misrepresenting yourself.

im going with that interpretation. thanks.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-04-15/1456:02>
y'know, i been thinkin bout it and i came up with "Fuggit."

If it should be worth a few more karma than it is, who cares, right?

it fits with the whole "modern day paladin" thing.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Tecumseh on <01-05-15/0301:15>
okay it's midnight game on
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <01-05-15/1215:46>
okay it's midnight game on

Ask and ye shall receive.  IC is up: http://forums.shadowruntabletop.com/index.php?topic=19196.0
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: 8-bit on <01-07-15/2114:19>
Okay, I would like to start by apologizing. What I did was incredibly rude, and I am sorry.

Basically, my life got extremely crazy these past few days, and Shadowrun has been low on my list of priorities. That's the reason I haven't been posting recently. While I'm sure you guys understand, I should have at least notified you all. For that, I'm sorry.

Posting up my character sheet and contacts; and getting situated back into Tabula Rasa as well. I will get my backstory to you either later tonight or tomorrow.

Again, I would like to give my sincerest apologies for going MIA.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: rednblack on <01-07-15/2227:09>
No worries, but I'm glad you're ok.  Seriously, a couple days here and there isn't going to worry or upset me.  Hope all is well.

While we're on the topic, though, next week is going to be a bit crazy for me.  I should still be able to post in all game threads about once a day, but I won't be around as much, and I may miss a day or two.
Title: Re: [5e] Vampire Hunters Planning Thread
Post by: Poindexter on <01-07-15/2333:51>
With as spotty as my posting sometimes is, i aint never gonna give anyone shit for dropping off for a couple days.