Where ware is concerned, your options are somewhat limited due to cash flow issues, but there are several "must haves" in my opinion
Implanted Comm and Smartlink; if I was a military leader in the future, these relatively low cost items would ensure my operatives would be able to communicate better and shoot straighter, both of which are invaluable in a soldier.
Ah, good question.
Leave aside lifestyle for now; there's not going to be any luxury or even high lifestyles available to a team of mercs in the in or around Chicago, so I may let you all come up with something or I may design something for you based on the merc company you all may end up working for.
I haven't quite decided if you'll be attached to a bigger organization yet or be freelancers, so any thoughts you all have on this would be appreciated. There'll be pro's and con's with both, of course.
rednblack
Awesome concept, man! I love it.
Poindexter
I'll have to review the beta and delta grades to make sure, as I believe the availability bumps those grades apply might put some of the higher end stuff out of reach, but tentatively I'm drawn to say that any grade goes.
Triskavanski
The reasoning behind that was that anything that affects direct combat (elemental DV, essentially) would have to be placed on the outer layer of armor, like a greatcoat worn over a jumpsuit. I decided the chemical mods and thermal dampers should be allowed to be worn underneath, as those can be hard to achieve otherwise.
Now, I haven't actually revised that rule after run & Gun was released, so I'll need to do that, but as of right now it stands as is.
Koshnek
Cool as cool, post up your concept. Like I said, no first come first serve, and we might have room for more than one direct combatant.
Also, feel free to come up with suggestions for a name of the outfit; you're not military, so anything goes. Keep it at least somewhat clean, though :-)
Fair enough, Trisk, just keep in mind that Mystic Adepts still need a tradition like Magicians, and suffer dice pool penalties just like adepts AND magicians.
In other words, the CZ is not going to be a friendly place for a mystic adept. I'll also note that ranged weapons will likely be the name of the game in this instance. Call it a personal preference given my military background and the story I'll be trying to tell.
reyjinnYeah, taking both would be harsh. I've kinda laid out his negative qualities in my mind and I'm only going to take Insomnia (at 10 karma) not SS, as I said in the bio he's a bit farther ahead with his recovery than when he was running. He's also outspokenly prejudiced against shadowrunners :D
Hehe, I like it! Former shadowrunner turned merc, I can work with that.
I think I'd be careful with Insomnia and Sensitive System, but I won't stop ya; as long as you can beat that Willpower (2) test consistently you'll be fine :)
I'll probably be changing my handle as i just remembered "Pixie" is a racial slur for "elf".She's totally taking it back!
It'd be like playing a troll called trog.
Poindexter
How about this; as one of two (or more) direct combatants you, and only you, get to buy the 24F Gauss Rifle, but must then follow the normal 16F availability cap for everything else (excluding battery packs and ammo for the Thunderstruck). Your choice.
3. Recoil
a. The errata recoil rules apply
b. In addition, the "one point of Recoil Compensation" that is gained "when a user begins firing" always applies (SR5 p175)
7. Licenses
Licenses are only needed for item categories (Chummer5 is a good guideline for this, but ask if you're unsure)
Poindexter
A list of availability and price the Peak-discharge battery backs is found on Run & Gun p54. Descriptions of the same are found on page 52.
In addition to needing 1 power unit per shot, the Thunderstruck fires normal Assault Cannon rounds. A single power clip is the most cost effective at 400¥ for 10 power units; satchels cost 900¥ and hold 20 power units, while power backpacks cost 2500¥ for only 30 power units.
It seems the writers missed out on AV ammo for Assault Cannons; at least I can't find a reference to cost and stats, though they are mentioned in the fluff.
Errata:
http://rpg.drivethrustuff.com/product/126104/Shadowrun-Fifth-Edition-Core-Rulebook-Errata?term=shadowrun+errata
Essentially, it just means that Recoil resets if you take a simple action other than firing a weapon in an Action Phase. Some people proposed that the old rules required a whole Action Phase to be spent not firing a weapon for recoil to stop accumulating. This won't be the case in this game.
EDIT:
Also, you do know there's a "Modify" button, right? :)
Licenses will only be needed for categories of items, not individual items. One license for all restricted firearms, or cyberware, or pharmaceuticals, etc, instead of one license each for your Ares Light Fire 70 and Remington 990, the implanted Smartlink and simrig, and the Cram and Nitro you're carrying. Make more sense?
No worries, just thought I'd mention it.
Your base of operations will be outside the CZ, so you'll need licenses for anything that might go off site. In other words, probably not much. ;)
The name pixie is made further inappropriate by the fact that i've decided in a further attempt to de-cutesify herself, she has become an ork poser.Hahaha, nice :)
Finally have an excuse to TAKE that!
snipAnd a replacement Gauss rifle is not something easily found :D
I swear if my ork gets in and if he sees through your disguise, I will continuously tease her about being a smaller cousin of his with punches that seem to tickle him and continuously ask her to help him fly. Then I will find a time when you leave your gun, put bright pink sparkles all over it and put a clear coat over the sparkles so you have to either get a new gun or spend days trying to get it off.
(http://762precision.files.wordpress.com/2009/01/pink-savage-rascal-22-rifle-unicorn.jpg)
I swear if my ork gets in and if he sees through your disguise, I will continuously tease her about being a smaller cousin of his with punches that seem to tickle him and continuously ask her to help him fly. Then I will find a time when you leave your gun, put bright pink sparkles all over it and put a clear coat over the sparkles so you have to either get a new gun or spend days trying to get it off.
(http://762precision.files.wordpress.com/2009/01/pink-savage-rascal-22-rifle-unicorn.jpg)
Hey, if you're down to paint the scout in a target rich environment, feel free. Hope those mandibles don't hurt too bad for too long. ;)
My god that rifle is pink...Which armors can do that without having the 'restrictive' quality? Full Body Armor from core seems to be one, but which others? SWAT armor? Hardened Mil-spec and Security armors are both restrictive. My poor little mage isn't quite the physical specimen that the rest of you seem to be :)
Anyway. Just as a note, in case it wasn't already obvious; y'all will probably want to invest in a suit of armor capable of mounting a chemical seal. I'd also advise you all to read up on the Pollution (p150) and Radiation (p152) sections of Run & Gun.
Chicago ain't a hospitable place, folks :D
General Mark "Hellcat" Wilhelm was born in the early 2020s and saw his home of San Francisco razed at the hands of the Japanese Imperial State in '36. He joined the resistance when he was only 15 years old, and participated in successfully scuttling a JIS warship blockading one of the shipping channels of the San Francisco Bay, an action that landed him in prison for nearly a decade before he bravely escaped. The general saw the ruthless effectiveness of Tsunami, a Private Military Corporation employed by the JIS, up close and personal during the invasion of California and with funds "liberated" from Tsunami safe houses in retaliation for their involvement with JIS operations, created Vulcan International in 2049, focusing on guerrilla operations in hazardous environments.
Fast-forward a few decades to 2075, and Vulcan International is on the cusp of earning an A-Rating by the Corporate Court. With operations in some of the worst locations in the world, including Chicago, Lagos, Bogotá, GeMiTo, the SOX, and Sarajevo, General Wilhelm plans to leverage the organization's operational effectiveness as a tool to gain extraterritoriality. Vulcan International has strict hiring practices that includes physical and mental acuity tests, though they do not discriminate based on gender or race. The company pays well because their people are deployed to some of the worst imaginable places in the world, but enjoy a high mission completion rate due to the exceptional training and equipment their operatives receive.
Welcome to Vulcan, soldier!
Which armors can do that without having the 'restrictive' quality? Full Body Armor from core seems to be one, but which others? SWAT armor? Hardened Mil-spec and Security armors are both restrictive. My poor little mage isn't quite the physical specimen that the rest of you seem to be :)Let's see;
On a related note, here I was worrying about how I was going to spend 200k... enter F4 Power focus :D For those special 'Oh, god I'm gonna die!' momentsHehehe, and that's only 72k! :)
Everyone, keep the above in mind when we get to character creation; you might want to set aside some cash for "communal" equipment like guns and ammo for the T-Bird and Humvee.[GASP] But that might mean reducing my power foci to something less then F4 or carrying fewer than 500 drams of reagents around or fewer than 300 rounds for my Raiden. Unacceptable!
Sound good?
[GASP] But that might mean reducing my power foci to something less then F4 or carrying fewer than 500 drams of reagents around or fewer than 300 rounds for my Raiden. Unacceptable!I know, I'm a total hardass :)
I suppose you've got all the directies now, and the close range fighter isn't good.Still missing one Direct Combatant, but yeah, a dedicated melee combatant isn't what this team needs considering the focus will be on team maneuvers and closed ranks.
Essence willing, is there a such thing as too much ware in this game? Chuck is looking..Expensive.Ware makes you more difficult to heal. Other than that, the sky is the limit! Keep in mind that you'll need to arm and modify the vehicles as a group, however.
Chuck prefers lasers and heavies. You wouldn't want him to punch you, either. That is if I don't have to peel too much money. Ive got 300-350k to play with at the moment.Cool! Having someone who can punch someone's lights out if they do get close is not a bad plan b.
One question, though. I'm not sure how tis works. If you increase your logic with ware in chargen, does that also increase your available knowledge skill points?
Can they maybe spend a complex action to put the Gyro mounted Heavy weapon into a backpack position. Then a complex Action to ready it from there.You know what, I really like that idea; it'd be something like the smartgun harness from Aliens that's highly mobile. I'm not sure about the Complex to ready/stow and Simple to ready/stow if wireless. I'll put up a poll once we get all the players selected. If everyone is good with that it'll be good enough for me.
Wireless bonus: Simple action to ready weapon.
That would take care of the weapon just flopping around
Hmm I'm not sure yet. I'm leaning towards that LMG minigun vindicator from RG. It has the right feel, but Chuck can use MMGs so I want to :p. He'll definitely have a cannon. No Gauss though : (.I want to like the Vindicator so bad, but since Run & Gun failed to bring any minigun rules over from Arsenal, I find the weapon to me somewhat pointless. On the upside it has the highest AP of any LMG and the most capacity with it's 200 round belts, but it's availability 24F (which means no Vindicator for you, I'm afraid), has a relatively high base price, and low innate RC.
He'll have a laser pistol and a laser rifle with plenty of packs of various types. Also, a shotgun with FA and enough ammo to use it.Hehe, right tool for the right job, neh? Just keep in mind that he won't be able to carry a pistol, an assault rifle, a shotgun, a rocket launcher, AND an MG. Well, not without facing massive penalties, of course. For no penalties you'll be limited to one (holstered) pistol, one rifle sized weapon (this includes shotguns and grenade launchers, as well as the smaller rocket launchers like the Aztechnology Striker) on a sling, and one heavy weapon (if said weapon is on a gyromount or deployed on a tripod before it's fired).
If money isn't an issue, he'll have more toys to shoot. Those are the important ones, though. I imagine he might want a launcher with the bugs around.
Is the company gonna help out with ammo as well?No such thing as a free dinner, my friend. Access to the facilities and free lodging is all you get; gear comes out of your end, and that includes the ammunition your weapons need ;)
Just keep in mind that he won't be able to carry a pistol, an assault rifle, a shotgun, a rocket launcher, AND an MG. Well, not without facing massive penalties, of course. For no penalties you'll be limited to one (holstered) pistol, one rifle sized weapon (this includes shotguns and grenade launchers, as well as the smaller rocket launchers like the Aztechnology Striker) on a sling, and one heavy weapon (if said weapon is on a gyromount or deployed on a tripod before it's fired).
Man, you're going hog wild on the guns, huh?
So you're thinking about taking a taser, a pistol, an assault rifle, a shotgun, a bow, and a knife, and then you want to add an assault cannon on top of that?
Two sidearms I have no issue with, but how do you propose carrying four full-sized weapons, one of which is an assault cannon? For the sake of everyone's sanity, just scale it back. A sidearm, one rifle-sized weapon, and a heavy weapon is going to be more than enough ;)
That's something we'll have to discuss during character creation. I'm not sure if I'll have expenses for an airdrop drone. But maybe we can mod the Banshee with a resupply pod on a bomb mount?
When I played riggers in 4th I use to love the Air resupply drone for gear drops.
Wires IC---
"BTL's huh, you know what that shit actually does to the inside of your head right?" Says the Orc with so much headware his skull might as well be chrome.
Wires IC---
"BTL's huh, you know what that shit actually does to the inside of your head right?" Says the Orc with so much headware his skull might as well be chrome.
Hand on her holstered warhawk and flashing that giant tusky smile that says "I love you, asshole", the darkskinned little ork responds, "No, but I know what this does."
Wires IC---
"BTL's huh, you know what that shit actually does to the inside of your head right?" Says the Orc with so much headware his skull might as well be chrome.
Hand on her holstered warhawk and flashing that giant tusky smile that says "I love you, asshole", the darkskinned little ork responds, "No, but I know what this does."
Motors bark their start sequence on the Banshee. Just having the power on fires up the rest of the system and weapon mounts run system checks. Pretty Impressive sight if you not used to it.
Wires loved these little games they played together and firing up the banshee was just a pissing contest. But he wanted to get the message through.
Wires taps his head, "Do what you want but if you start to falter....well.....lets just say I'll write up a set of BTLs that will scare you drekless then I really go to work on ya.
Taps his head again "Even I don't run hot unless its life or death. Cause running hot is already life or death." Wires places a hand on her shoulder. Be Careful, Youngin.
"I don't falter, brother. If i did, you'da never met me."
i cant wait till we're all headed to the LZ!
http://youtu.be/e9-GtzLljPU?t=14s
Awww... She's no longer named Pixie... Damn... And when did we all of the sudden get so many 'orks' O.o
Please keep the following in mind when building characters (once the recruitment thread has been closed...):
Skill overlaps are fine; certain things (like first aid) will be highly useful, and at some point the one person with Lockpick might be busy getting his face eate.... ehem... observing the scenery... when that door really, really needs to be opened. Another person with lockpick (or a big shotgun) could be a good thing. These are just examples, obviously, but try to think of what skills the team might need, and what your character would have picked up.
The reason I'm advocating average and above ratings for all attributes is so you can easily pick up a few ranks and still roll 6-8 dice. I'll be sticking to the difficulty thresholds listed in the book, so Threshold 4 tests (listed as difficult) is going to be rare. Dice pools in the 10-15 range will likely get you through many obstacles unless you roll terrible, and there'll more often than not be alternate ways of doing things.
I'm considering giving you all a bunch of free interest skills, though; I always feel like interest skills get dumped in favour of more "useful" knowledge skills, and I like knowing more about characters through their interest skills. I'll do some math, but I think 25 karma to spend on JUST interest skills should be enough to give you all a wide range of interests. Again, honor system as far as I'm concerned.
Knowledge skills are hard for me... I always rely on chummer :p. Is there a good list somewhere of what widely accepted knowledge skill are available, and which category they fall under?
Is there much point in getting a sniper rifle when your cannon shoots as far for more DV and -AP? :p. I needed the money so its gone :-(. Trying to shave down 40k without losing any weapons or armor, haha. That'll leave 10k for team gear..a little less than I had intended, but oh well. After I get this figured out I'll be more or less done playing around til we get together.
Personal information updatedThanks!
There was a good discussion on Small Unit Tactics recently, let me see if I can find it.Please keep the following in mind when building characters (once the recruitment thread has been closed...):
Skill overlaps are fine; certain things (like first aid) will be highly useful, and at some point the one person with Lockpick might be busy getting his face eate.... ehem... observing the scenery... when that door really, really needs to be opened. Another person with lockpick (or a big shotgun) could be a good thing. These are just examples, obviously, but try to think of what skills the team might need, and what your character would have picked up.
The reason I'm advocating average and above ratings for all attributes is so you can easily pick up a few ranks and still roll 6-8 dice. I'll be sticking to the difficulty thresholds listed in the book, so Threshold 4 tests (listed as difficult) is going to be rare. Dice pools in the 10-15 range will likely get you through many obstacles unless you roll terrible, and there'll more often than not be alternate ways of doing things.
Quite a few of the Small Unit Tactics require 6 successes, and while they are teamwork tests please put a couple skill points into that, as I think Martin will be providing plenty of opportunities for their use.
For unit callsigns, I would be partial to deities of war: Ishtar, Badb -- or Morrigan -- Woden, or Sekhmet. From Poindexter's youtube clip, maybe we should just go with "Ahnold."
What bothers me is the phrasing in the text versus the summary.
According to the Combat Maneuver Steps box on page 99, the Leader is designated and then rolls his SUT skill. The NEXT step is for team members to roll, using "normal teamwork rules".
As I read the box on page 99, I thought the Leader rolled to initiate the maneuver, and each team member rolled their dice with additional hits from the team leader. Hits from each individual was then totaled, and if the total exceeded the threshold then the maneuver succeeded.
Reading the text, I don't see where the team members would be rolling teamwork for the leader; this seems counterproductive.
The Leadership test as I see it is optional, not mandatory.
So, an example as I would implement it:
PC A, B, C, and D are attempting a combat maneuver with a threshold X.
Step 1: PC A is designated as leader.
Step 2: PC A rolls Small Unit Tactics + Intuition, and gets Y hits
Step 3: PC B, C, and D rolls
This is where the teamwork test is supposed to come in, but there is no "normal" rules for this situation.I'd have each PC roll with the additional Y hits from the leader as bonus dice
Step 4: Count the total number of hits between PCs A through D
Step 5: Apply modifiers as appropriate
NICE! :)I'm considering giving you all a bunch of free interest skills, though; I always feel like interest skills get dumped in favour of more "useful" knowledge skills, and I like knowing more about characters through their interest skills. I'll do some math, but I think 25 karma to spend on JUST interest skills should be enough to give you all a wide range of interests. Again, honor system as far as I'm concerned.
Very cool. I will actually have the opportunity of making August a chess-playing classicist. Should be fun.
Chummer has a few good examples; think about what your character would usually know, and if you get stuck I'll help you out, null sheen.Knowledge skills are hard for me... I always rely on chummer :p. Is there a good list somewhere of what widely accepted knowledge skill are available, and which category they fall under?
I haven't found one, and the core rule book is only an somewhat adequate guide, imo. The examples given on page 89 leave a lot of things to intuition that I think would be logic-based, like Urban Brawl. I don't follow sports very closely myself, but I work with a lot of basketball fanatics, and those guys encyclopedic knowledge of players and strategy is book-learning if I ever saw it. But, I guess there's a lot of crossover too when it comes to skills. Chess is highly intuitive -- recognizing patterns, seeing the board from multiple angles -- but the mathematics, opening theory, and endgame would all be linked to logic, which is how I'm going to treat that skill. One of the cool things about knowledge skills is that if you can think of it, the skill exists.
I'll second this; sniper rifles don't offer significant benefits over assault cannons, beyond the SS vs SA firing mode some are restricted to.Is there much point in getting a sniper rifle when your cannon shoots as far for more DV and -AP? :p. I needed the money so its gone :-(. Trying to shave down 40k without losing any weapons or armor, haha. That'll leave 10k for team gear..a little less than I had intended, but oh well. After I get this figured out I'll be more or less done playing around til we get together.
My understanding is that cannons are superior to sniper rifles in SR. If you're going to be spending points on heavy weapons anyway, that's what I would go with. I think sniper rifles are better for the characters who just have longarms -- shotguns for up close, sniper rifles for mid-range to long-distance.
Rednblack
There was a good discussion on Small Unit Tactics recently, let me see if I can find it.
My reading of that section isn't that it functions as a "normal" teamwork test, merely that it uses the same kind of framework for it.
Ah, here we go:
http://forums.shadowruntabletop.com/index.php?topic=17519.0What bothers me is the phrasing in the text versus the summary.
According to the Combat Maneuver Steps box on page 99, the Leader is designated and then rolls his SUT skill. The NEXT step is for team members to roll, using "normal teamwork rules".
As I read the box on page 99, I thought the Leader rolled to initiate the maneuver, and each team member rolled their dice with additional hits from the team leader. Hits from each individual was then totaled, and if the total exceeded the threshold then the maneuver succeeded.
Reading the text, I don't see where the team members would be rolling teamwork for the leader; this seems counterproductive.
The Leadership test as I see it is optional, not mandatory.
So, an example as I would implement it:
PC A, B, C, and D are attempting a combat maneuver with a threshold X.
Step 1: PC A is designated as leader.
Step 2: PC A rolls Small Unit Tactics + Intuition, and gets Y hits
Step 3: PC B, C, and D rolls
This is where the teamwork test is supposed to come in, but there is no "normal" rules for this situation.I'd have each PC roll with the additional Y hits from the leader as bonus dice
Step 4: Count the total number of hits between PCs A through D
Step 5: Apply modifiers as appropriate
So with a skill level of 6 and and average Intuition of 3 for the Team Leader, and 5 team members with average skill and intuition for a total of 6, it can be reasonably expected that the maneuver goes off successfully (3 hits for the leader and 2 for each team member, for a total of 13).
If you treat the SUT skill as a teamwork test, it becomes almost impossible to use for "average" human beings. Assume again a leader with skill 6 and intuition 3, and five team members with skill 3 and intuition 3. Each team member rolls and gets 2 hits, but the leader can only add 6 (maximum rating of his skill), so he gets to roll 9+6=15 dice; certainly not impossible with just under 40% mathematical probability, but that still means such a maneuver would fail 60% of the time (in the long run).
Any chance of us getting a Level I or II Pi-Tac? I was thinking Level 1 would be fun and flavorful. I think a successful merc group like us would have at least that much. The Level II would probably be more realistically what we would have at our level. Also, it'd be more fun for our group leader :D.
Edit: Can you add Ruthenium Polymer Coating to a Chameleon suit?
Lastly, is the Big Game Hunter armor "full" body armor, assuming im wearing a helmet? the pic sure looks like it is.
I'm considering giving you all a bunch of free interest skills, though; I always feel like interest skills get dumped in favour of more "useful" knowledge skills, and I like knowing more about characters through their interest skills. I'll do some math, but I think 25 karma to spend on JUST interest skills should be enough to give you all a wide range of interests. Again, honor system as far as I'm concerned.
I have a sniper, but it fires tank rounds...:D.
I don't have a Sniper or Assault rifle, so I was going to get one of the SA/BF models of sniper rifle. Then I realized I have an MMG and a Cannon, so I ditched it to free up some money.
I was thinking it would make the most sense for August to be an automatics guy, lay down suppressive fire, etc. but I may put those skill points into longarms instead if it would better suit the team. The Auto-Assault 16 could lay down some wicked suppressive fire. The thing I worry about is range. But I'm sure we'll be able to figure it out. I think the combat specialists should build as big and bad as they want, while the TL and combat mage can shore up some of the gaps.
@Poindexter, sounds good. I'm assuming standard load for urban smash and grabs, bow for recon/stealth, and the cannon for bug hunts?
That being said, people speak English in the CZ. Not knowing the language is not going to be an issue, unless your opponents are speaking a language not know to man...To be fair, the CZ if anywhere would be the place to hear people saying stuff like Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Especially the closer you get to the Cermak Crater.
Keep your money, Poindexter. I really dislike that linguasofts now require skilljacks, so you just'll need a hotsim modified commlink (or deck or RCC) to use linguasofts.
That being said, people speak English in the CZ. Not knowing the language is not going to be an issue, unless your opponents are speaking a language not know to man...
Sergeant Jane "Weedy" Smith, Callsign-5 (played by Poindexter) (http://forums.shadowruntabletop.com/index.php?topic=17761.msg313311#msg313311)
Sergeant Jane "Weedy" Smith, Callsign-5 (played by Poindexter) (http://forums.shadowruntabletop.com/index.php?topic=17761.msg313311#msg313311)
Holy SHIT dude! I just went back and forth in my head for the name thats gonna be on her fake SIN and i was going back and forth between Jane Smith and Jane Lee BEFORE I READ THIS!
Also, is blazrath in with vanguard? I didn't see his name in the post.
Playing around with ideas for the teams' Drones. I was thinking the big guns would be on the Banshee and the Humvee.
I am kinda intrigued about possibly using 1 Heavy weapon mount as a bomb drop for a storage pod for Air Resupply drops. I keep seeing the scene in Batman: Arkham City where Bruce Wayne gets the batsuit.
For Intel gathering I am thinking of using FlySpy's. Maybe 5 that can spread around our perimeter and help with target identification. 5 drones allow for the 4 compass directions and one above for Overwatch. These would be better with Stealth and Clearsight Autosofts.
Any other ideas?
Edit: I have added Mods to the Banshee and the Humvee
Banshee (6/6 Weapon Mount Slots)- Rigger Adaptation, 2 Heavy Weapon Mounts, 2 Weapon Mounts
Humvee- (3/5 Weapon Mount Slots)- Rigger Adaptation, Heavy Weapon Mount, Weapon Mount
Also been considering making him a mysad, having more than one turn in a combat round is enticing. Didn't feel like wasting a spell slot on improved reflex to use just on him, you lot have all got either wires or adept reflexes right?
Playing around with ideas for the teams' Drones. I was thinking the big guns would be on the Banshee and the Humvee.
I am kinda intrigued about possibly using 1 Heavy weapon mount as a bomb drop for a storage pod for Air Resupply drops. I keep seeing the scene in Batman: Arkham City where Bruce Wayne gets the batsuit.
For Intel gathering I am thinking of using FlySpy's. Maybe 5 that can spread around our perimeter and help with target identification. 5 drones allow for the 4 compass directions and one above for Overwatch. These would be better with Stealth and Clearsight Autosofts.
Any other ideas?
Edit: I have added Mods to the Banshee and the Humvee
Banshee (6/6 Weapon Mount Slots)- Rigger Adaptation, 2 Heavy Weapon Mounts, 2 Weapon Mounts
Humvee- (3/5 Weapon Mount Slots)- Rigger Adaptation, Heavy Weapon Mount, Weapon Mount
Well, its starting to look like i might have some loot left over to throw in after all.
Got an idea at the moment with Trying to figure out the best way to keep Wires combat capable and able to move. I have the Control Rig and other headware, so Wired Reflexes is out of the question. but I've been thinking of giving him Synaptic boosters. I know its kind of weird for a Matrix character to have such an expensive piece of bioware. The idea is that with the booster he would be able to do some things in AR during combat allowing him to keep moving rather than be a hindrance by relying on VR for any initiative boost. This means that I am taking money from a drone pool though.
What do you guys think?
Good point Jazz and an auto injector in the Armor is cheaper.
Also been considering making him a mysad, having more than one turn in a combat round is enticing. Didn't feel like wasting a spell slot on improved reflex to use just on him, you lot have all got either wires or adept reflexes right?
I am thinking of getting a 'Dustoff' Medevac drone from Bullets and Bandages. It''l give us a way to get wounded out quick.
Not only that, but if you went mystic adept, we'd have no one who could astrally project.There is that, hadn't even considered it to be honest. Might make being a pure mage worth all by itself. Not that Chicago sounds like a pleasant place to go on a trip through the astral :D
Detection | Health | Illusion |
Detect Magic, extended | Heal | Improved Invisibility |
Analyze Magic | Stabilize | Stealth |
Clairvoyance | Increase Reflexes | |
Combat Sense | Increase Agility | |
Detect Individual | Increase Strength | |
Mind probe (formula only, not learned yet) | Increase Willpower | |
Detect life, ext (formula only) | Detox | |
Antidote | ||
Cure Disease |
Would a drone be able to use a HK XM30 and reconfigure it as needed? That would be pretty wicked right there, having some of the dalmations and stuff running around and easily be configurable while in mid air.As cool as that would be it seems super unlikely to me that the drone could manage to move that many parts around.
I'm currently sitting on 14k for the Drone Fund(tm) as I THINK I've bought everything I need (F5 Health sustaining focus) or REALLY want (F4 power focus). Barring anything earth shattering happening when I get extra eyes on this guy consider those 14k yours to play with Ravensoracle :) I can also free up some more cash if needed by having less reagents and stuff like that.
Current spell list:
Detection Health Illusion Detect Magic, extended Heal Improved Invisibility Analyze Magic Stabilize Stealth Clairvoyance Increase Reflexes Combat Sense Increase Agility Detect Individual Increase Strength Mind probe (formula only, not learned yet) Increase Willpower Detect life, ext (formula only) Detox Antidote Cure Disease
18 total spells, 2 not yet learned and 4 others learned after char creation with the 50 extra karma. Leaving me kinda 'legal' in regards to the Magic x2 number of spells at char creation.
Health specialization for Spellcasting, Snake mentor spirit for help with detection spells.
Any comments on spell selection would be very welcome.
Can unfortunately not find the karma for initiating unless I leave him at Bod 2, which I find less than appealing :-\Would a drone be able to use a HK XM30 and reconfigure it as needed? That would be pretty wicked right there, having some of the dalmations and stuff running around and easily be configurable while in mid air.As cool as that would be it seems super unlikely to me that the drone could manage to move that many parts around.
maybe my head is all in the wrong place, but i dont see us needing quite a few of those spells and i see a few glaring omissions, notably detect enemies, mana barrier, and physical barrier. I feel like you could lose detect magic, combat sense, detect individual for em easily. And even though you're not a "burnmage" per se, it couldnt hurt to have A dmg dealing spell, unless that's a conscious choice you made for the character not to have any.Valid points.
There are way to many things to choose from :-[ obviously I need to ponder this further.
At this point I'm just about ready to start from scratch on every spell, foci, quality etc.There are way to many things to choose from :-[ obviously I need to ponder this further.
i've been where you are with Weedy SO MANY times, but i feel like im finally starting to get something to coalesce.
At this point I'm just about ready to start from scratch on every spell, foci, quality etc.There are way to many things to choose from :-[ obviously I need to ponder this further.
i've been where you are with Weedy SO MANY times, but i feel like im finally starting to get something to coalesce.
Sometimes looking at a piece of blank canvas is the only way.
eta: How are you guys looking essense wise?
What are the weapons limited to on the transportation? Are they 16F or 20F? Is it possible to easily swap our personal weapons in and out of mounts? If not, I'd like an HMG or Cannon mount. I'm assuming I can't get a heavy laser mount due to availability :p.I'll be nice and say that the weapons on the transports will have no limit (go nuts!), but keep in mind you will potentially have to ride this thing over "civilized" airspace, so sporting 4 obvious rocket launchers might be pushing what Corporate run airspace controllers will allow over "civilized" areas. In other words, if you deck out the transport with WAY over the top guns, you may need to fly under the radar.
Welllll...if you look at the description of Pi-Tac, it says that the included autoinjector chest plate allows one dose of any drug you choose to be administered under the selected conditions. I don't remember what the description of auto-injector says, however. The two seem to be similar devices. If this isn't reasonable enough, then DSMO would allow you to autoinject whatever drug you desire wouldn't it? That use would depend on Mr. Martin and how adamant he is about no DSMO.I'll allow any drug to be used in an auto-injector; I'm just not a fan of DMSO for offensive purposes (and in the CZ it's going to be largely useless anyway, as many creatures are immune to pathogens and/or toxins...).
I heartily suggest people looking for a good combat drone option check out the latest enhanced fiction.I don't have access to this book, or at least the stats in it because I bought in on DriveThruRPG which, as usual, means I don't have stats, but if anyone can find me the PDF I'd be happy to review it.
Yes, absolutely. If it can carry a metahuman, it can carry gear for resupply. No "drop" though, it'd have to be manually unloaded.I am thinking of getting a 'Dustoff' Medevac drone from Bullets and Bandages. It''l give us a way to get wounded out quick.
with a little modding, could it bring gear to us as well?
Wut? I didn't know that was a thing :p.I suspect the chummer thing is because it uses intuition not logic. Other than that it doesn't really fit in an interest category I think.
Chummer lists SUT as interest. I'm gunna take it out of my personal pool instead of the 25 though. That means I only had enough points to buy 1 point of Spanish and 1 Point of Japanese or other language. I'm not too familiar with the major conflicts that have happened that he coulda been involved in, so I didn't know which languages I wanted him to have learned.
Another piece of good news; the team will have the benefit of a Level II PI-TAC.
rednblack
In addition to the Small Unit Tactics skill, you'll get the Leadership skill at Rating 6. That's two skills at Rating 6 to make up for some of the sweet toys the others are getting :)
In game terms, [essence] means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.
I still don't see anything about healing affecting limits though? It does mention the caster receiving a dice pool penalty.In the spell list the spells that have a different limit than Force have it specified in brackets. Heal for example is notated with [Essence].Quote from: CRB p. 288In game terms, [essence] means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.
Does this combine with the -2 listed on the table in the healing section of the book? (-1 dice per 2 full points of essence loss)
reyjinnOK, in this case I'm quite pleased to be wrong :)
[Essence] under a spell name just means that it follows the specific rules as described on page 287 and 288:
Essence: Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.
Finally, I'd like it if you all used Chummer5 to create the files, but if you're adamant against it I'll take a PDF file and re-create the guy in Chummer5 myself for easy reference.I do not dislike Chummer but it seems to dislike running through WINE on my linux laptop. Can get the basic things done in it but some things it just won't do for me, contacts being one thing. But that might never become an issue if my new desktop arrives soon like it is supposed to.
Finally, I'd like it if you all used Chummer5 to create the files, but if you're adamant against it I'll take a PDF file and re-create the guy in Chummer5 myself for easy reference.
Finally, I'd like it if you all used Chummer5 to create the files, but if you're adamant against it I'll take a PDF file and re-create the guy in Chummer5 myself for easy reference.
Never used it before. Mind posting a link?
You'll also need to settle on deciding a name for your team, or have me assign you one.
Another piece of good news; the team will have the benefit of a Level II PI-TAC.
What are the weapons limited to on the transportation? Are they 16F or 20F? Is it possible to easily swap our personal weapons in and out of mounts? If not, I'd like an HMG or Cannon mount. I'm assuming I can't get a heavy laser mount due to availability :p.I'll be nice and say that the weapons on the transports will have no limit (go nuts!), but keep in mind you will potentially have to ride this thing over "civilized" airspace, so sporting 4 obvious rocket launchers might be pushing what Corporate run airspace controllers will allow over "civilized" areas. In other words, if you deck out the transport with WAY over the top guns, you may need to fly under the radar.
Weapons won't be "easily" swappable. Once they're on a mount it'll take an extended test to install / remove the weapon, with the threshold differing based on the type of mount to represent the integrated nature of these things. Taking a page from Arsenal, you can choose to make the weapon mounts concealed (meaning they'll be able to pop in and out of the vehicle chassis) for an additional 4,000¥ per mount. This will also allow you to fly through civilized areas without issue.
Installing / Removing weapons tests:
Standard Mount = Armorer (6, 2 hours)
Heavy Mount = Armorer (10, 2 hours)
Ravensoracle
I would highly advise against shotguns on the Flyer, simply because they are limited in terms of range. Heavy weapon mounts on the flyer would be best suited to Missile Launchers for when you are Shit Out Of Luck and need to bring the rain, particularly if you make the weapon mounts Concealed (see above). LMGs, MMGs, and HMGs are also good choices; significant bang for your buck. You also need a launcher for the Heavy Mount; just the rockets aren't enough. An Aztechnology Striker is manually loaded (disposable launcher), so you'd need something with a "clip" type to be able to automatically feed it in my opinion.
Choices are of course yours, but I would personally focus on a few really strong weapons instead of many less powerful ones, because you can only fire one of them per Action Phase anyway unless you make some of them manually controlled (door guns, for example).
Also, flamers might be a nice addition to the Humvee :)
Also, cool as cool, everyone.
I'll just let you all get to work on creating characters, and weigh in on any questions you might have. This'll be more a "you guys" kinda collaborative phase, but if you need input from me just let me know.
In terms of game start, take your time and make some awesome characters, and we'll get this show on the road when y'all are done.
I'd suggest talking briefly to each other about the roles you see your character filling on the team. For instance, will your guy have close-range firepower and/or full-auto capability (needed for some maneuvers). Who's gonna be the team demo-man, and who's got the sniper role covered? Who can knife someone in a pinch, and who's good in a front-man position (i.e. who can take the most hits and remain standing). That kind of stuff.
Also don't forget skills. Is there a locksmith (beyond Chuck's explosives), and who has the skills to use the electronics kit while Wires unlocks the transponder key lock. For that matter, who's got enough Survival skill to find somewhere to rest up if you get caught out in the CZ without transport, and who knows how to diagnose and repair a faulty cyberarm when it locks up on someone?
Finally, I'd like it if you all used Chummer5 to create the files, but if you're adamant against it I'll take a PDF file and re-create the guy in Chummer5 myself for easy reference.
I will be rolling some of your dice pools for you, such as perception and knowledge skills and maybe the odd Composure test and the like to keep things going. Combat actions will all be done by you, and I expect actions to be declared according to the combat sequence after everyone has rolled initiative (and/or Surprise or Ambush).
All in all, really looking forward to getting this show on the road, but lets do it right from the start so you'll have a great starting point. :)
Once I get a final tally on nuyen and suggestions from everyone I will rework all of the weapons on the vehicles. I do think that concealable Heavy Weapons Turrets on the Banshee are a good idea so there goes 12,000Y right there from the Drone Fundtm
survival: 10 + rad shielding (4), chem seal, chem prot (6), respirator (6) as effective.Just keep in mind that Chemical Seal pretty much invalidates the need for Chemical Protection and Respirator, unless they're on different sets of armor (plausible); essentially, the seal ensures immunity, while chemical protection and respirator only confers R6 protection.
Body | Agility | Reaction | Strength | Willpower | Logic | Intuition | Charisma | Edge | Magic |
[2] | 3 | 3 | [2] | 6 | 4 | 5 | (2) | 5 | 6 |
Detection | Health | Illusion | Manipulation |
[Detect Magic, extended] | Heal | Improved Invisibility | Mana Barrier |
[Combat sense] | Stabilize | Stealth | Physical Barrier |
[Detect Individual] | Increase Reflexes | Swarm | Bug Zapper |
[Increase Willpower] | Chaotic World | ||
[Detox] |
Now, there's always something to be said for operations that take more than 1 hour, so I can see where your thinking is going :D
Did you check the 'Ignore character creation rules' box on the first screen? That would, I believe, allow you to go all willy nilly with regards to Karma/Nuyen.
I think you have to start over, not entirely sure tho, might be able to finish normal prime runner creation and continue in 'career mode'. Not familiar enough with Chummer to say.Did you check the 'Ignore character creation rules' box on the first screen? That would, I believe, allow you to go all willy nilly with regards to Karma/Nuyen.
no, i did not. is it too late to go back or would i have to do all of this again?
alos, i cant find the power packs for this gauss rifle in chummer either. anyone know where to look?
A couple questions. First, chummer lists SWAT armor as restrictive, R&G does not. We're going with the latter, correct? Second, do I need to purchase chemical seal for the helmet seperately from the armor proper? I'm assuming so but it never hurts to ask, and it does eat up a lot of capacity on the helmet. As for throne hour limit, I don't see any extra air tanks or whatever listed in R&G. Any chance of house ruling that?Seems we have much of the same questions, hoping you are wrong about the helmet though, I've already tricked mine out the wazoo.
I have also realized that Chummer correctly gave me 6 contact points because I upgraded my Cha to two with Karma.Is it correct? Buying up Cha with karma and allocating contacts are both in step 7 of the character creation process. Is it just one of those obvious light tap with a phonebook type things that I'm unaware of?
BOD 3 | AGI 5/9 | REA 3/6 | STR 4/8 | CHA 2 | INT 3 | Log 3/6 | WIL 2 | EDG 5 |
Armorer: | 2 [Firearms] | Pool: 8 (10) |
Automatics: | 3 | Pool: 12 |
Biotechnology: | 1 | Pool: 7 |
Blades: | 1 | Pool: 10 |
Computer: | 1 | Pool: 7 |
Cybertechnology: | 1 | Pool: 7 |
Demolitions: | 6 | Pool: 12 |
Exotic Ranged Weapon (Lasers): | 8 | Pool: 17 (+2 Smart Gun [SG]) |
First Aid: | 6 | Pool: 12 (+2 Quick Healer, +2 to self Symbiotes, +3 or +6 Medkit) |
Gunnery: | 0 | Pool: 8 |
Gymnastics: | 1 | Pool: 10 |
Hardware: | 1 | Pool: 7 |
Heavy Weapons: | 6 | Pool: 15 (+2 SG) |
Intimidation: | 1 [Physical] | Pool: 3 (5) |
Locksmith: | 1 | Pool: 10 |
Longarms: | 3 | Pool: 12 (+2 SG) |
Medicine: | 1 | Pool: 7 |
Perception: | 3 [Visual] | Pool: 6 (8) |
Pilot Ground Craft: | 0 | Pool: 5 |
Pilot Watercraft: | 0 | Pool: 5 |
Pistols: | 3 | Pool: 12 (+2 SG) |
Running: | 1 | Pool: 9 |
Sneaking: | 1 | Pool: 10 |
Software: | 1 | Pool: 7 |
Swimming: | 1 | Pool: 9 |
Throwing Weapons: | 0 | Pool: 8 |
Unarmed Combat: | 1 | Pool: 10 |
ARG!
chummer is hard.
i have no idea how much karma i have left to spend.
ARG!
chummer is hard.
i have no idea how much karma i have left to spend.
Yeah, I've never figured out where I can see how much karma I have left. One of the reasons why I prefer to still use a spreadsheet.
So... I didn't notice that I got into the game until now because it was hidden in a edit and buried under many replies. lol.
http://forums.shadowruntabletop.com/index.php?topic=17761.msg313572#msg313572So... I didn't notice that I got into the game until now because it was hidden in a edit and buried under many replies. lol.
Mind re-posting the concept for jack of hearts? I missed him somewhere in there.
So... I didn't notice that I got into the game until now because it was hidden in a edit and buried under many replies. lol.Hehe, sorry about that, man. Could have sent you a message, but I didn't think of that. I has the dumbs today :)
You can use a regular commlink to Remote Control a weapon mount; it'd be like using a joystick to fire a videogame turret, or something like that. This would use Logic + Gunnery. Manually operating the gun (if Manual Operation is added (+500¥ per turret) you can use Gunnery + Agility instead.
If the chummer file is less than 256kb, you should be able to add it like a regular attachment. Alternatively, you can upload it to something like Google Drive; let me see if I can set up a shared folder you can all just drop it in.
Cool as cool, Ravensoracle.
Just FYI; if the team doesn't have a dedicated (i.e. skilled) mechanic and/or armorer, Vulcan International can hire out those services (essentially personnel with Rating 8 skills) for 500¥ per hour of work.
I don't have any to spare for a Demolitions facility out of chargen but I'll split it outta rewards. 8 dice to demolitions should allow for decent teamwork test.
Also changed Muscle Toner 2 to Muscle Augmentation 2. It zapped my essence but it upped my Strength so that should help when in the meat.
EDIT: Crap I realized I didn't get a Fake SIN. Are we gonna need one or will a normal SIN suffice for now?
It was suggested to me to get licensed for any R gear I would be carrying around outside the CZ. If all your goodies are legit then it might not matter.
After work tomorrow I'm going to familiarize myself with the explosives after work. I believe I saw there is spray foam for explosives. Could one spray foam into a tumbler lock keyhole and destroy the lock and open the door?
It was suggested to me to get licensed for any R gear I would be carrying around outside the CZ. If all your goodies are legit then it might not matter.
After work tomorrow I'm going to familiarize myself with the explosives after work. I believe I saw there is spray foam for explosives. Could one spray foam into a tumbler lock keyhole and destroy the lock and open the door?
That's my understanding of spray foam. In the absence of a tumbler lock there's always the door hinges as well.
Only thing I can think of would be being able to enter in a more silent manner. But maybe the fucking mage should just have the silence spell :)It was suggested to me to get licensed for any R gear I would be carrying around outside the CZ. If all your goodies are legit then it might not matter.
After work tomorrow I'm going to familiarize myself with the explosives after work. I believe I saw there is spray foam for explosives. Could one spray foam into a tumbler lock keyhole and destroy the lock and open the door?
That's my understanding of spray foam. In the absence of a tumbler lock there's always the door hinges as well.
the more i read on this subject, the more i feel like i dont really need locksmith.
Out in the CZ, we're not gonna need to open many doors that we need to ever give a shit about again.
Belatedly saw that the sound suppressor on the Raiden is barrel, integral. I'm assuming gas vent mods are not an option in that case?
As per pg 53 in R&G Shock pad and Sling are not compatible. That seems silly to me. Is there a reason for this that I'm just not seeing?
Game Balance (TM)Fair enough, especially since...
I would also allow you to put a gas vent AND a silencer on a weapon, but you can only use one of them at the same time; switching modes is a free action if the gun is wirelessly enabled, simple action if not.I'll edit the weapons tab and re-upload gale to the drive folder.
Also, if everyone has characters ready by this weekend I can review and comment back over the weekend. If not, we'll run chargen into next week and start as soon as everyone is ready. No rush...I think I'm mostly done. Only thing is how much cash is needed for the drone fund, Gale has got 37k lying around but could use some of it to pick up the silence spell or a rank of etiquette or some shiny.
dear gods and goddesses 300,000 is hard to blow through when you are an adept not relying on 'ware. I should have a character sheet done by today for others to see and show where I am missing something.
Yeah, explosives are loud :p. I have a dice pool of 10 for lockpicking, but I only have a lockpick. If quiet is the goal, then we might want someone who can pick non tumbler locks :p.
Yeah, explosives are loud :p. I have a dice pool of 10 for lockpicking, but I only have a lockpick. If quiet is the goal, then we might want someone who can pick non tumbler locks :p.
I might be able to spring for a passkey and sequencer to help you out.
Was 200k not enough? Just wondering why you took resources D.dear gods and goddesses 300,000 is hard to blow through when you are an adept not relying on 'ware. I should have a character sheet done by today for others to see and show where I am missing something.
Oh noes, I have too much money! Woe is me... :D
Keep in mind the team could use some money for vehicle weapons and drones.
Weedy can throw 20k in to the fund. spend it as you see fit.Add 25k from Gale
If we're running short I can drop Muscle replacement from 2 to 1 but that will take away from a lot of skills that would let Wires keep up with you guys in the meat. I just wanted to make sure that the mounts were covered so any weapons we wanted could be added. The weapons listed are my suggestions but it will depend on how much we get together.
Looks good. A few things though.
The caliban is dr7, prime restrictions of dr6 apply.
Martin already confirmed that the shock pad and sling are incompatible (as per the table on pg 53(?) of r&g). If the shock pad comes as standard with the gun that might change things, not my call of course.
Like rednblack (iirc) said you don't 'need' to pay for lifestyle but if you want it for fluff that is of course your choice.
Blazrath
Just keep in mind that your warrior code could end up putting you in a situation where you shooting the "person" who is about to attack you with his bare hands (and just happens to be a Flesh Form Insect Spirit). Something to keep in mind, is all.
Also remember that Warrior's Code specifies the following in addition to your quote (emphasis mine):
"take lethal action against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesn’t know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e., from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 Karma per unarmed or defenseless person that they kill or allow to be killed through their actions."
In other words, if you knowingly let one of your team mates kill a defenseless or unaware person, your code of honor still applies. No negative quality is going to be without consequence in my game.
All,
This also means that anyone who takes the SINner quality WILL take a cut of their earnings as per the appropriate level of the quality, in this case going to Vulcan International as a tax for equipment and facility usage, medical coverage, and the like.
Also keep in mind that the Banshee has a seating capacity of 12, at least 6 of which will be taken up by the Humvee if you decide to air-transport it. The Humvee only has a seating capacity of 6, and large combat drones take up a seat just like a normal metahuman. That means the seating capacity of your vehicles are going to shrink dramatically the more drones you have and want to transport, to the point where you're going to have to sacrifice storage space for other things, including objectives (potentially). For every seat you exceed the capacity by, the vehicle in question will take a -1 Handling (off and on road), a -1 Speed, and a -1 Acceleration, to a minimum of 1. You have been warned. Medium drones will take up 1/2 seat per drone (rounded up if odd numbers), while Small and smaller drones will not take up any seating capacity (unless you all go bat-shit crazy on them...).
rednblack
Hmm... If you want it for the flavour only you can just note on your sheet that you have a SIN from somewhere, but it might not even be functional anymore. If you take it and actually use it for something (like the aformentioned dinner or for cashing in a bounty on a toxic sham... ehem... never mind that!), then it counts as a benefit and the tax applies. You are certainly free to take the karma for it.
I'd prefer to avoid the Corp SINer route as a means to complicate things simply because in my opinion the team is likely to trust you and I like the background you've got so far. I honestly don't think these guys would even be phased by the fact that you could be corp born; you've seen some of the worst places in the world together, so the fact that you're from Ares originally probably wouldn't matter much.
In any case, I probably wouldn't use it to cause the kind of friction mentioned in the flavour text for the quality in this case, because you all are not shadowrunners like the book presumes.
Hmm... If you want it for the flavour only you can just note on your sheet that you have a SIN from somewhere, but it might not even be functional anymore. If you take it and actually use it for something (like the aformentioned dinner or for cashing in a bounty on a toxic sham... ehem... never mind that!), then it counts as a benefit and the tax applies.
I'd prefer to avoid the Corp SINer route as a means to complicate things simply because in my opinion the team is likely to trust you and I like the background you've got so far. I honestly don't think these guys would even be phased by the fact that you could be corp born; you've seen some of the worst places in the world together, so the fact that you're from Ares originally probably wouldn't matter much.
The 25 karma is in, but only for Interest skills. The rest (Professional, Academic, Street, and Languages) come from your regular allocation.
The 25 karma is in, but only for Interest skills. The rest (Professional, Academic, Street, and Languages) come from your regular allocation.
I'll be going through the character sheets that have been uploaded tonight, and let ya'll know if there are any issues.
I'll be going through the character sheets that have been uploaded tonight, and let ya'll know if there are any issues.
im gonna re-send weedy as ive made a couple changes.
Same, discovered an error in Gale's sheet yesterday and since Chummer doesn't allow me to save the career mode to a new file it dictates a totally new sheet.Regarding this, I'll need to reduce Gale's contribution to the Drone&Vehicle fund to 23k instead of 25k. Sorry Raven :)
That's google being silly. I think you could e.g. download Gale's file into your chummer folder and then open it up to take a look see.
I am holding off on the Drone Fund for the moment until characters are closer to finished. It looks like we'll be able to afford the Mounts and I'll get the guns and ammo out of whats left. I've got a good idea now of what to get so it won't take long after we get the final tally from everyone to finish it up and post it.
hey martin, i been lookin and i cant find the two books you recommended i read. mind repeating that for me?
Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
An explosive’s Damage Value is calculated as its Rating (modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an AP value of –2.
Before rolling the barrier’s damage resistance test, adjust the modified Damage Value to reflect the type of attack, as noted on the Damaging Barriers Table.This modified value is x2 DV for explosives.
Resolve the Damage Resistance Test by rolling the barrier’s Structure + Armor. Barriers ignore Stun damage. Apply the remaining DV as damage to the barrier. If the total boxes of damage are greater than or equal to the Structure rating, the attack has made a hole in the structure. Each hole is one square meter per increment of Structure rating. For example, an attack that dealt 30 net points of damage to a Structure 15 barrier would create a 2-square-meter hole.
Yep, read that with growing horror :)Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
from what im reading in feral cities, there's gonna be PLENTY of that, too.
also, dude.
have you read that shit?
have you SEEN what happens to mages if they spend long enough in chicago with a near 100% certainty rate? You might wanna check that out.
Yep, read that with growing horror :)Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
from what im reading in feral cities, there's gonna be PLENTY of that, too.
also, dude.
have you read that shit?
have you SEEN what happens to mages if they spend long enough in chicago with a near 100% certainty rate? You might wanna check that out.
One of the reasons why Gale will stick to band-aids and his Raiden whenever possible. Doing magic in the CZ ain't no joke.
They're just so darn useful until you need to put a bullet in the back of their head.Yep, read that with growing horror :)Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
from what im reading in feral cities, there's gonna be PLENTY of that, too.
also, dude.
have you read that shit?
have you SEEN what happens to mages if they spend long enough in chicago with a near 100% certainty rate? You might wanna check that out.
One of the reasons why Gale will stick to band-aids and his Raiden whenever possible. Doing magic in the CZ ain't no joke.
I think it took a good deal of convincing for Weedy to be cool with a mage on the team. I feel like she's seen quite a few fall off in her day.
They're just so darn useful until you need to put a bullet in the back of their head.Yep, read that with growing horror :)Well, i intend her to have good knowledge of the area, and of bug spirits.Yeah, I saw that an in a fit of metagaming changed Gale's specialization to Toxic Magic instead of Bugs. Weedy would have known more about the bugs than he anyways.
from what im reading in feral cities, there's gonna be PLENTY of that, too.
also, dude.
have you read that shit?
have you SEEN what happens to mages if they spend long enough in chicago with a near 100% certainty rate? You might wanna check that out.
One of the reasons why Gale will stick to band-aids and his Raiden whenever possible. Doing magic in the CZ ain't no joke.
I think it took a good deal of convincing for Weedy to be cool with a mage on the team. I feel like she's seen quite a few fall off in her day.
I will get a better and more detailed list of my contacts out tomorrow. What does the rest of the games status look like?
BOD 4(7) | AGI 5/9 | REA 3/6 | STR 4/8 | CHA 2 | INT 3(2) | Log 3/6 | WIL 3(4) | EDG 5 |
Armorer: | 2 [Firearms] | Pool: 8 ( 10 ) |
Automatics: | 3 | Pool: 12 |
Biotechnology: | 1 | Pool: 7 |
Blades: | 1 | Pool: 10 |
Computer: | 1 | Pool: 7 |
Cybertechnology: | 1 | Pool: 7 |
Demolitions: | 6 | Pool: 12 |
Exotic Ranged Weapon (Lasers): | 7 | Pool: 17 ( +2 Smart Gun [SG], +1 reflex recorder ) |
First Aid: | 6 | Pool: 12 ( +2 Quick Healer, +2 to self Symbiotes, +3 or +6 Medkit ) |
Gunnery: | 1 | Pool: 10 |
Gymnastics: | 1 | Pool: 10 |
Hardware: | 1 | Pool: 7 |
Heavy Weapons: | 6 | Pool: 15 ( +2 SG ) |
Intimidation: | 1 [Physical] | Pool: 3 ( 5 ) |
Locksmith: | 1 | Pool: 10 |
Longarms: | 3 | Pool: 12 ( +2 SG ) |
Medicine: | 1 | Pool: 7 |
Perception: | 3 [Visual] | Pool: 6 ( 8 ) |
Pilot Ground Craft: | 0 | Pool: 5 |
Pilot Watercraft: | 0 | Pool: 5 |
Pistols: | 3 | Pool: 12 ( +2 SG ) |
Running: | 1 | Pool: 9 |
Sneaking: | 1 | Pool: 10 |
Software: | 1 | Pool: 7 |
Swimming: | 1 | Pool: 9 |
Throwing Weapons: | 1 | Pool: 10 |
Unarmed Combat: | 1 | Pool: 10 |
Combat Tactics: | 1 | Pool: 7 |
English: | N | Pool: N |
Firearms: | 1 [Heavy Weapons] | Pool: 7 ( 9 ) |
News: | 2 [Technology] | Pool: 5 ( 7 ) |
Reading: | 1 [Westerns] | Pool: 4 ( 6 ) |
Religion: | 1 [Christianity] | Pool: 7 ( 9 ) |
Small Unit Tactics: | 6 | Pool: 9 |
Spanish: | 1 | Pool: 4 |
Tobacco: | 2 [Cigars] | Pool: 5 ( 7 ) |
Also, how are we doing on group fund money? Looks like August may have some more to spare, but if we're in good shape, I'll get him some additional ware.
Looking good, guys. I'm not seeing a lot of holes.
Did anyone take any radiation protection into account? Chemical seal should deal with any pollutants and chemicals, but Radiation can't be resisted except by radiation shielding. I remember reading in the book that Toxic mages inhabit chicago and the CZ, and there's also the Cermak crater. I don't know if we're going there, but I hope not :p. We might need to get radiation suits if that happens, lol.
Radiation attacks cause Physical damage. Armor provides no dice to resist Radiation damage, unless it has an upgrade to provide Radiation resistance, which provides dice equal to its rating for the Damage Resistance Test and the following Toxin Resistance Test. Treat every Radiation attack that hits as a toxin causing Nausea (see Toxins, p. 408, SR5) with a DV equal to net hits of the attack (before the Damage Resistance roll).
Haha, yeah. I took a geiger in each of my helmets. Radiation is NASTY. Nothing protects against it except radiation protection, so I want to be very aware of I'm approaching it.Quote from: p 105 SGRadiation attacks cause Physical damage. Armor provides no dice to resist Radiation damage, unless it has an upgrade to provide Radiation resistance, which provides dice equal to its rating for the Damage Resistance Test and the following Toxin Resistance Test. Treat every Radiation attack that hits as a toxin causing Nausea (see Toxins, p. 408, SR5) with a DV equal to net hits of the attack (before the Damage Resistance roll).
Coolio; sounds like we've just got polish left, and the drone fund, so I'll prep the rest of the intro stuff and get an OOC and IC post up tomorrow, most likely.
Since everyone has polished their characters since the last time I posted can I get a final tally listed on the text document that I just added to the google drive folder. I'll edit the list I have so far into the doc.
Ditto for the 25k from Gale, he's got all the gear he needs.Since everyone has polished their characters since the last time I posted can I get a final tally listed on the text document that I just added to the google drive folder. I'll edit the list I have so far into the doc.
weedy's share is the same. 20k, spend it anyway you'd like.
Blazrath;
I must have overlooked that; I'll allow Radiation Shielding in the Armor, but not the Helmet. Think of it as a consequence of requiring that Chemical Seal only be bought for the Armor.
I am thinking about 10K to buy ammo for the guass rifle and machine gun on the Banshee.
We'll have the Medevac.
We'll have the Medevac.
YAY!