Shadowrun
Shadowrun Play => Looking for Games => Topic started by: CraterShip on <06-07-16/2047:22>
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So I'm currently in a slow SR point and have been feeling the GM craving coming back recently. I am relatively new to 5e, but would like to give it a try. I think I've got it down now. I have a homemade mission ready to go, and now I just need players. I plan to run the game PbP online here on the forums. I generally run more of a black trench coat game over pink Mohawk, but I suppose the game could go either way. I understand people are busy, and lives get in the way sometimes, so I will be patient, and hope you can be too. Commitment wise, I am looking for 3-4 posts a week, roughly one every other day (a bit slower than most PbP that I've played) but it may pick up as needed, like in combat situations. I am looking for about 4 players, but may adjust depending on interest. If you are interested, please post here with a brief description of your character idea and any supporting background. I don't need full sheets yet, that will come later.
See you in the shadows.
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I am interested in learning more. Do you have any guidelines as far as chargen? I have a dwarven combat mage that I built for another game that never got off the ground. I will post more once I am not on my phone.
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I'm in the same game and would love to get some more action out of Marcus if you'd have him; he's definitely more of a combat character, but I could always tone that down a little in exchange for more of a stealth/B&E focus while still maintaining decent combat focus just in case.
The current background is specifically for Chicago, where Marcus was found in an underground laboratory by reclamation forces. He doesn't remember his childhood and how he ended up in the lab, but he underwent significant experimentation and implantation at the hands of the researchers there. As a result, he kind of just wants to be left alone and enjoy his new-found freedom, but he needs to eat so shadowrunning it is.
ETA
Did you have any thoughts on setting? I.e. location (Seattle? Elsewhere?), whether the team knows each other (i.e. have worked together before or are complete strangers), and relative power levels (i.e. going up against PR00-4, or 5+).
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Concept sounds fine, I don't have any stipulations against books, so pretty open there. I would prefer characters made with the priority our sum to ten models. I use chummer and really like the layout of the'printed' pdf file, so I would prefer that model when sheets come due. A link to the PDF and chummer files would be most preferred.
Other info: Once assembled the team will be assumed to already know one another / have worked together previously. So no need to try to hide abilities like technomancer or what not. Setting is classic Seattle, as out is what I'm most familiar with (though possibly outdated for 5e). Power level is standard priority system, or sum to ten if it fits background
Here Brackhaus: As this will likely be more focused on trench coating, you'll probably want a little more stealth than full guns blazing madman style. We can adjust the sheets as necessary when we get there though. For now concept is fine. One final note on him: Not sure what the guidelines are for the same character in multiple games is, but if it's fine for the forum I'll allow it. I'm unsure of the whole background shifting for the same guy though
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I'll rewrite the background, but keep the concept. And yes, focusing on the B&E stuff more will just require a few points shifted from unarmed combat (where I'm currently rolling 15+ dice) to sneaking and lockpicking.
I'll post the updated background when done. As far as I know there aren't really any rules except those you as the GM sets for Play by Posts.
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Curiously, my character was built for a game in Chicago as well. That said, I live in Seattle and it's my favorite Shadowrun setting, so I'm happy to make the switch.
Here's what I built. I would switch out some of the Chicago-specific qualities, spells, knowledge skills, contacts, etc. I'm fairly certain I used standard priority (A Magic, B Attributes, C Metatype, D Skills, E Nuyen) but I'd have to dig up my old Chummer file to remind myself where I spent the karma. I might be missing an attribute point too.
I didn't go super-optimized, mostly because I wanted to play a dwarf (which I haven't done in 15 years) and because I wanted to play around with a new magical tradition (Norse) so that I could experiment with Guardian spirits.
Character sheet:
[spoiler]
Name: Eisa
Race: Dwarf
Sex: Female
Nationality: UCAS, but without the SIN
Ancestry: Scandinavian
Lifestyle: Low, apartment outside of the CZ
Money: ¥540
Karma Spent: 0
Current Karma: 0
Physical Description: Short. Scandinavian.
Personality/background Intensely pragmatic/practical.
Attributes
| Body | Agility | Reaction | Strength |
| 3 | 3 | 3 | 3 |
| Logic | Intuition | Willpower | Charisma |
| 5 | 5 | 7 | 3 |
| Edge | Magic | Essence | Initiative |
| 3 | 6 | 6 | 1d6 + 8 |
| Physical l. | Mental l. | Social l. | Astral l. |
| 4 | 8 | 7 | 8 |
| Physical box | Stun box | Overflow |
| 0/10 | 0/12 | 0 |
== Active Skills ==
Assensing (Aura Reading) = 5 Pool: 10 (12)
Blades (Knives) = 1 Pool: 4 (6)
Clubs (Batons) = 1 Pool: 4 (6)
Counterspelling (Combat Spells) = 3 Pool: 3 (5)
Etiquette (Street) = 1 Pool: 4 (6)
First Aid = 2 Pool: 7
Gymnastics = 2 Pool: 5
Negotiation (Bargaining) = 3 Pool: 8 (10)
Palming (Pilfering) = 1 Pool: 4 (6)
Perception (Hearing) = 4 Pool: 9 (11)
Running = 2 Pool: 5
Sneaking (Urban) = 4 Pool: 7 (9)
Spellcasting (Combat) = 6 Pool: 12 (14)
Summoning (Guardian Spirit) = 6 Pool: 12 (14)
Survival (Urban) = 1 Pool: 8 (10)
Swimming = 2 Pool: 5
Unarmed Combat = 1 Pool: 4
== Knowledge Skills ==
English: N
Norweigan: 2
Chicago Area Knowledge (CZ): 4 (6)
Dark Age Literature (Beowulf): 2 (4)
Street Drugs (Stimulants): 1 (3)
History (Vikings): 1 (3)
Magic Traditions (Norse): 3 (5)
Magical Theory: 3
Magical Threats (Insect Spirits): 2 (4)
Chicago Underworld (Gangs): 2 (4)
== Contacts == (all from the Missions Season 5 prep files)
Becky 99 (Gang Leader -Desolation Angels), CZ (CON: 4, LOY: 2)
Matt Wrath (Boxer), Chicago (CON: 2, LOY: 3)
Sid Gambetti (Boxing Promoter / Fixer), Chicago (CON: 3, LOY: 1)
== Qualities ==
Positive
Home Ground (CZ)
Magician
Mentor Spirit (Beowulf/Dragonslayer)
Rad-Tolerant
Resistance to Pathogens/Toxins
Thermographic Vision
Witness My Hate
School of Hard Knocks
Negative
Addiction (Mild) (stims)
Did You Just Call Me Dumb?
Emotional Attachment (Evo Hel Suit)
Poor Self Control (Vindictive)
== Spells ==
(Tradition: NorseWIL + LOG (12)
Combat
Manabolt DV: F-3
Powerbolt DV: F-3
Lightning Bolt DV: F-3
Fireball DV: F-1
Ice Storm DV: F+1
Health
Heal DV: F-4
Stabilize DV: F-4
Manipulation
Bug Zapper DV: F+1
Clean [Water] DV: F-3
Fix DV: F
Ignite DV: F-1
Influence DV: F-1
Levitate DV: F-2
Magic Fingers DV: F-2
== Lifestyles ==
Not the CZ (Low) 1 months
== Armor ==
Evo Hel Suit 8 (10)
+Chemical Protection 3
+Custom Fit
+Fire Resistance 4
+Insulation 4
+Nonconductivity 4
+Radiation Shielding 3
+Gas Mask
+Gel Packs
+Auto-Injector
Helmet 2
+Trodes
== Weapons ==
Combat Knife
Pool: 6 Accuracy: 6 DV: 5P AP: -3 Reach: 0
Stun Baton
Pool: 6 Accuracy: 4 DV: 9S(e) AP: -5 Reach: 1
== Commlink ==
Renraku Sensei (DP: 3, FWL: 3)
== Gear ==
Fake SIN (Eisa Golightly, Ares Corporate Limited) Rating 4
+Fake License (Registered Magician) Rating 4
Contacts Rating 2
+Image Link
+Flare Compensation
Cram x5
Earbuds Rating 3
+Audio Enhancement Rating 3
Flashlight, Infrared
Jazz x5
Medkit Rating 3
Miniwelder
Monocle Rating 4
+Vision Enhancement Rating 3
+Vision Magnification
Novacoke x5
Psyche x2
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Tag Eraser[/spoiler]
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Do you care if its a Technomancer? I have an ork Technomancer ive been playing around with in Point Buy.
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You are welcome to bring in a TM, but I'd rather stick with priority system over point buy because it makes more sense to me. I'm definitely far from a super optimizer myself, so no worries on that part. I'll take a look when I get to my computer, on phone at the moment.
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I've got an idea for a face char that's been bouncing around in my head for awhile. I'll get some specifics up tomorrow.
How do you feel about the full 25 Corporate SINner NQ. I expect it to hurt, but I know some GMs would rather avoid it entirely.
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-retracted-
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Rednblack: I think I would rather have a couple of smaller NQs over the single 25 pt monster of corp SIN. I think they help flesh out a character more clearly than having a single "I used to work there" quality.
Novocrane: There is always room for a wheelman.
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-- Priorities --
Metatype C (Orc 0)
Attributes D (16)
Magic A (6)
Skills B 36/5
Resources E
-- Karma Expenditure --
25 Starting Karma
-10 for Natural Hardening
-10 for Otaku to Technomancer
-3 for Common Sense
+10 for Wanted: NEOnet
+7 for Paranoia
+3 for Prejudiced: NEOnet employees
+5 for Big Regret
-16 for 4 Complex Forms
-10 for 20000 Nuyen
-1 to give Dataminer +1 Connection
Remaining
-- Attributes --
Body 4
Agility 2
Reaction 2
Strength 3
Willpower 6
Logic 4
Intuition 4
Charisma 4
Edge 1
Essence 6.00
Initiative – 6+1d6
Physical Condition Monitor - 11
Stun Condition Monitor - 11
Overflow Boxes - 4
Physical Limit - 4
Mental Limit - 6
Social Limit – 7
Living Persona:
Device Rating: 6
Firewall: 6(7)
Data Processing: 4
Sleaze: 4
Attack: 4
-- Qualities --
Low Light Vision
Technomancer
Otaku to Technomancer
Natural Hardening
Common Sense
Wanted: NEOnet
Paranoia
Prejudiced: NEOnet employees (Mild)
Big Regret
-- Skills --
Compiling: 6
Registering: 6
Decompiling: 6
Electronic Warfare: 6
Cybercombat: 6
Hacking: 6
Software: 6
Computer: 6
Intimidation: 3
Con: 3
Perception: 2
Survival: 1
Pistol: 1
Unarmed Combat: 1
Pilot Groundcraft: 1
Sneaking: 1
-- Skill Groups --
-3 to break up Cracking 5
-- Knowledge/Language Skills --
English: N
Street:
The Resonance: 6
Matrix Anomalies: 6
NEOnet Host: 4
-- Augmentations/Magic/Adept Powers --
Infuse Attack
Infuse Firewall
Infuse Data Processing
Infuse Sleaze
Resonance Spike
Stitches
Transcendent Grid
Resonance Veil
Static Bomb
-- Gear –
-1000 for Renraku Sensei
-10000 for Fake SIN rating 4 (Gennedy Tartokofsky)
-800 for Firearm License rating 4
-800 for Smartlink License rating 4
-720 for Ares Light Fire 70 with Smartlink and 16 rounds of Regular Ammo
Acc: 7(9) Dmg: 6P Mode: SA Ammo: 16c
-650 for Two Clips for Ares Light Fire 70 with 16 rounds of Regular Ammo each
-1000 for Armor Jacket
-20 for Silver Credstick
-10 for 2 Standard Credsticks
-2200 for Contacts Capacity 1 with Smartlink
-750 for Medkit Rating 3
-200 for Medkit Supplies
-150 for Set of Good Clothes
-30 for a set of Cheap Clothes
-30 for a set of Cheap Clothes
-2000 for Low Lifestyle for 1 Month
-5000 for Doc Wagon Basic Contract for 1 Year
Remaining Money - + ()
640
-- Contacts –
Joe Fattone: Taxi Driver
Loyalty: 5 Connection: 2
Dataminer: Fixer, Fellow Technomancer
Loyalty: 3 Connection: 3
Here is the sheet. Backstory is Scatter was a NEOnet prisoner for a long time. Part of a project to enslave them and sick them on other Technomancer but before he could be "fully programmed" a team of runners working for an unknown broke him and a few others out. He had a chance to get more out but was too scared and kept running. He was introduced to a few fixers who helped him start his career in Shadowrunning. He is currently starting a new career in the campaign city.
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Tecumseh: Could you list out your priority scale so I can see what you started with? Just the A,B,C,D,E of where you put each priority, so I have a better understanding with the sheet. I may have some modifications I could suggest after that. Thanks!
Raiderjoseph: Everything looks fine, I would suggest re-routing the knowledges and such to match up with Seattle rather than Chicago though. Also, make sure you list exactly what the Big Regret negative quality is, as it is something that could come up / be resolved based on where we go with the campaign.
Right now, I've got to get back to work, but I like that there is enough interest so far that it looks like this will really take off. So, I'll go ahead and start compiling sheets together. My preference would be a PDF copy of your sheet from Chummer or the Chummer file itself. If you're not sure how to link it, let me know and I'll walk you through it. Overall, looking good, I'll see about making small changes with you guys based on advice that I've been given for various characters, and we'll get everything settled.
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Well, as I said earlier, I'm fairly certain I used standard priority (A Magic, B Attributes, C Metatype, D Skills, E Nuyen). I think I spent quite a bit of karma on skills, so those will look high.
I'll look for my original Chummer file when I get home tonight. If I can't find it, I'll just rebuild her and send you the file.
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Rednblack: I think I would rather have a couple of smaller NQs over the single 25 pt monster of corp SIN. I think they help flesh out a character more clearly than having a single "I used to work there" quality.
Fair enough. I don't think Chaim will be any more fleshed out with Night Blindness, but if I can keep the back story and not have to worry about his own team geeking him, or HTR rushing into his apartment because his undoctored face got picked up some Azzie scan -- or as much of a worry anyway ;) -- that's fine by me.
Name: Chaim Delgado
Alias: Senor Fuente, AKA Blue Eyes, AKA Claudia Perez, AKA Stacks
Role: Primary face, B&E secondary
Age: 28
Race: Human
Sex: Male
Nationality: Aztlan
Ethnicity: Jewban
Physical Description: Slight of build, average height, with a forgettable face but a winning smile, Chaim looks like the guy -- or sometimes gal -- that gets passed over. He has brown hair that is slightly wavy when worn long, blue eyes, and a latte-like complexion. He eschews jewelry, but likes bespoke clothes, fine liquors, and a good cigar.
Personality and Background:
[spoiler]Personality: Chaim is a social chameleon. He forgets himself sometimes when he's in "role," and may even believe some of the lies he's spinning, at least while he's spinning them. From his history, he's comfortable fraternizing with street rats as well as rubbing elbows with men and women of the corps. He's a natural diffuser of tension, a born negotiator, and a cool-headed infiltrator. Of course, all this comes at a cost. He finds trust a difficult emotion to invest in others, though he desperately wants to.
More than anything he would like a group of friends, people he could let his guard down around, but he tends to believe that others are as adept at manipulation as he is, or they're rubes undeserving of getting to know the real him. This tends to play itself out in a small handful of well-worn patterns. He may see a spark in someone, whether a potential romantic or platonic partner, invest himself in that person, and reveal too much too quickly, putting himself at risk. Then, he flees, burns SINs, and sets up in the next town. Or he'll keep people at arm's length too long, so long in fact that they begin to mistrust him, catch him in lies he has had running too long to keep straight himself, and there's another bridge burned. And sometimes, once, maybe twice, there was nothing wrong with Chaim or the person he chose to invest his trust in, but when Aztechnology came looking, they were the ones who paid the price. Maybe his current crew will be different, though? They seem like a solid group of chummers. One or two might even be friends. One day. If they both live long enough.
History: Chaim grew up in Managua, the middle of three boys raised by a single mother in the barrens. His older brother was a dedicated fuck up and junkie who didn't live to see his seventeenth birthday. His younger brother was a nice kid, but perhaps looked up to his eldest brother a little too much on the one hand, and the underground rabbis on the other. Chaim was taken away for his "training" before that situation really resolved itself, and this long-lost little brother -- named Micah -- remains Chaim's biggest regret.
At fourteen, Chaim's hands were discovered in the wrong pockets. A Criminal SIN, or worse, would have been the most likely outcome, but instead, Ms. Ichtaca was taken by the pluckiness of it. Here was a boy, obviously of no means, who had purloined a waiter's coat, manufactured the proper credentials to get into the restaurant, had bathed himself in the employee bathroom to wash the stench of the streets off of himself, and had already acquired three commlinks and a credstick before she caught him. Yes, Ms. Ichtaca could use a young man like that. He was given a choice with schooling and a job with Aztechnology on the one hand, and far worse on the other, but the illusion of free will was at least offered.
Upon graduating, Chaim went into intelligence. The work was dangerous, but the basic plan was for Chaim to be an indispensable as possible for as long as possible so that he could get back into the classroom, this time on the other side of the podium. Things didn't exactly go as planned. A rival as Aztech doctored his files -- for what Chaim thinks of as a very petty, if personal, reason -- and Chaim's been on the run every since. Denver, Atlanta, and now as far away from Aztlan as he can get and still stay on the continent he's always called home. [/spoiler]
Char Sheet:
[spoiler]= Info ==
Street Name: Chaim Delgado
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 9
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 6
Nuyen: 215
== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: B(3) - 20 Attributes
Special: E(0) - Mundane
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: C(2) - 140,000¥
== Attributes ==
BOD: 3
AGI: 5
REA: 3
STR: 2
CHA: 6
INT: 4
LOG: 3
WIL: 3
EDG: 5
== Derived Attributes ==
Essence: 5.25
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10
== Limits ==
Physical: 4
Mental: 5
Social: 9
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Mortimer of London: Berwick Dress [+1] (Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Mortimer of London: Ulysses Coat [+1]
Astral: 9
== Active Skills ==
Animal Handling : 0 Pool: 5
Archery : 0 Pool: 4
Armorer : 0 Pool: 2
Automatics : 0 Pool: 4
Blades : 0 Pool: 4
Clubs : 0 Pool: 4
Computer : 2 Pool: 5
Con : 6 [Fast Talk] Pool: 12 (14)
Cybercombat : 0 Pool: 2
Demolitions : 0 Pool: 2
Disguise : 6 Pool: 10
Diving : 0 Pool: 2
Escape Artist : 0 Pool: 4
Etiquette : 5 [Corporate] Pool: 11 (13)
First Aid : 0 Pool: 2
Forgery : 0 Pool: 2
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 4
Gymnastics : 4 Pool: 9
Hacking : 0 Pool: 2
Heavy Weapons : 0 Pool: 4
Impersonation : 6 Pool: 12
Instruction : 0 Pool: 5
Intimidation : 0 Pool: 5
Leadership : 6 [Direct] Pool: 12 (14)
Locksmith : 1 Pool: 6
Longarms : 0 Pool: 4
Navigation : 0 Pool: 3
Negotiation : 4 [Bargaining] Pool: 10 (12)
Palming : 6 Pool: 11
Perception : 5 [Visual] Pool: 9 (11)
Performance : 0 Pool: 5
Pilot Ground Craft : 0 Pool: 2
Pilot Watercraft : 0 Pool: 2
Pistols : 3 [Semi-Automatics] Pool: 8 (10)
Running : 4 Pool: 6
Sneaking : 6 Pool: 11
Survival : 0 Pool: 2
Swimming : 4 Pool: 6
Throwing Weapons : 0 Pool: 4
Tracking : 0 Pool: 3
Unarmed Combat : 4 [Cyber Implants] Pool: 10 (12)
== Knowledge Skills ==
Area Knowledge: Seattle : 6 Pool: 10
Bars and Clubs : 2 Pool: 6
English : 0 Pool: 0
Fashion : 3 Pool: 7
Gangs : 3 [ID] Pool: 7 (9)
Hebrew : 4 Pool: 7
Politics : 2 Pool: 5
Spanish : 0 Pool: 0
Sprawl Life : 2 Pool: 6
Syndicates : 2 Pool: 6
== Contacts ==
Castille; Puyallup; Ganger (2, 1)
M. B. Carter; Downtown; Journalist (2, 1)
Meaghan Delayne; Downtown; Bartender (3, 2)
Suzette Ormann; Redmond; Fixer (5, 2)
Sargeant Kevin Donnelly; Knight's Errant Officer (2, 4)
== Qualities ==
Bilingual
College Education.RF
Consummate Professional
Did You Just Call Me Dumb?
Records on File (Aztechnology)
School of Hard Knocks
Social Stress
Too Pretty To Hit
Wanted (Aztechnology)
== Lifestyles ==
Low 1 months
== Cyberware/Bioware ==
Reflex Recorder (Skill) (Unarmed Combat)
Shock Hand
Tailored Pheromones Rating 2
== Armor ==
Armor Vest 9
Chameleon Suit 9
+Auto-Injector
+Fire Resistance 3
+Nonconductivity 3
+Flashlight, Low-light
Custom Ballistic Mask 2
+Audio Enhancement Rating 1
+Flare Compensation
+Image Link
+Vision Magnification
Mortimer of London: Berwick Dress 8
+Concealability
+Custom Fit
Mortimer of London: Berwick Suit 9
+Custom Fit
Mortimer of London: Ulysses Coat 3
+Concealability
+Custom Fit (Stack)
+Electrochromic Clothing
+Fire Resistance 3
+Nonconductivity 3
== Weapons ==
Ares Crusader II
+Concealed Quick-Draw Holster
+Gas-Vent 2 System
+Smartgun System, Internal
+Sound Suppressor
+Spare Clip
+Spare Clip
Pool: 4 Accuracy: 7 DV: 7P AP: - RC: 4
Ares Light Fire 75
+Hidden Gun Arm Slide
+Silencer, Ares Light Fire 70
+Smartgun System, Internal
+Spare Clip
Pool: 8 (10) Accuracy: 8 DV: 6P AP: - RC: 2
Shock Hand
Pool: 10 (12) Accuracy: 4 DV: 9S(e) AP: -5 RC: 2
Unarmed Attack
Pool: 10 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Ammo: APDS (Light Pistols) x40
Ammo: APDS (Machine Pistols) x80
Ammo: Capsule Rounds (Light Pistols) x30
+DMSO
+Narcoject
Ammo: Stick-n-Shock (Light Pistols) x30
Biomonitor
Contacts Rating 2
+Vision Enhancement Rating 1
+Smartlink
Cram x3
Datachip x10
Fake License (Concealed Carry Permit) Rating 4
Fake SIN (Enrique Casada (UCAS)) Rating 4
Jazz x3
Lockpick Set
Long Haul x2
Medkit Rating 3
Novacoke x5
Slap Patch, Stim Patch Rating 6 x2
Stealth Tags x10
Tool Kit (Disguise Kit)[/spoiler]
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-- Priorities --
Metatype C (Orc 0)
Attributes D (16)
Magic A (6)
Skills B 36/5
Resources E
-- Karma Expenditure --
25 Starting Karma
-10 for Natural Hardening
-10 for Otaku to Technomancer
-3 for Common Sense
+10 for Wanted: NEOnet
+7 for Paranoia
+3 for Prejudiced: NEOnet employees
+5 for Big Regret (Leaving the other Technomancers behind)
-16 for 4 Complex Forms
-10 for 20000 Nuyen
-1 to give Dataminer +1 Connection
Remaining
-- Attributes --
Body 4
Agility 2
Reaction 2
Strength 3
Willpower 6
Logic 4
Intuition 4
Charisma 4
Edge 1
Essence 6.00
Initiative – 6+1d6
Physical Condition Monitor - 11
Stun Condition Monitor - 11
Overflow Boxes - 4
Physical Limit - 4
Mental Limit - 6
Social Limit – 7
Living Persona:
Device Rating: 6
Firewall: 6(7)
Data Processing: 4
Sleaze: 4
Attack: 4
-- Qualities --
Low Light Vision
Technomancer
Otaku to Technomancer
Natural Hardening
Common Sense
Wanted: NEOnet
Paranoia
Prejudiced: NEOnet employees (Mild)
Big Regret
-- Skills --
Compiling: 6
Registering: 6
Decompiling: 6
Electronic Warfare: 6
Cybercombat: 6
Hacking: 6
Software: 6
Computer: 6
Intimidation: 3
Con: 3
Perception: 2
Survival: 1
Pistol: 1
Unarmed Combat: 1
Pilot Groundcraft: 1
Sneaking: 1
-- Skill Groups --
-3 to break up Cracking 5
-- Knowledge/Language Skills --
English: N
Street:
The Resonance: 6
Matrix Anomalies: 3
Safehouses: 2
NEOnet Host: 2
Seattle (Technomancer Community): 2 (4)
-- Augmentations/Magic/Adept Powers --
Infuse Attack
Infuse Firewall
Infuse Data Processing
Infuse Sleaze
Resonance Spike
Stitches
Transcendent Grid
Resonance Veil
Static Bomb
-- Gear –
-1000 for Renraku Sensei
-10000 for Fake SIN rating 4 (Gennedy Tartokofsky)
-800 for Firearm License rating 4
-800 for Smartlink License rating 4
-720 for Ares Light Fire 70 with Smartlink and 16 rounds of Regular Ammo
Acc: 7(9) Dmg: 6P Mode: SA Ammo: 16c
-650 for Two Clips for Ares Light Fire 70 with 16 rounds of Regular Ammo each
-1000 for Armor Jacket
-20 for Silver Credstick
-10 for 2 Standard Credsticks
-2200 for Contacts Capacity 1 with Smartlink
-750 for Medkit Rating 3
-200 for Medkit Supplies
-150 for Set of Good Clothes
-30 for a set of Cheap Clothes
-30 for a set of Cheap Clothes
-2000 for Low Lifestyle for 1 Month
-5000 for Doc Wagon Basic Contract for 1 Year
Remaining Money - + ()
640
-- Contacts –
Joe Fattone: Taxi Driver
Loyalty: 5 Connection: 2
Dataminer: Fixer, Fellow Technomancer
Loyalty: 3 Connection: 3
Ok his big regret is that he could have tried to save the other Technomancers but was too scared to do so. So his regret was being a coward when he was younger and leaving his fellow Technomancers to their fate. Also im changing his backstory so he is a native in Seattle who has yet to be tracked by NEOnet but they are looking for him.
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An Otaku without a Datajack? For shame...
I've moved some skills around on Marcus to give him a more specific focus on B&E and given his backstory a once-over; will post the background and sheet later tonight.
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That is a problem. Can you be an Otaku with Trodes?
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Generally previous editions had otaku as deckers with a datajack, but without the deck, trodes really aren't keeping with the lore of the setting. It is also usually the older characters that fit this bill, as the time between editions moves forward, so the younger tech is aren't usually previous otaku
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That sucks. Ill make some edits.
Edit:
Replaced Otaku to Technomancer with Pain is Gain and Focused Concentration rating 1 and gave Dataminer an extra point of Loyalty... just in case.
[Spoiler]-- Priorities --
Metatype C (Orc 0)
Attributes D (16)
Magic A (6)
Skills B 36/5
Resources E
-- Karma Expenditure --
25 Starting Karma
-10 for Natural Hardening
-5 for Pain is Gain
-4 for Focused Concentration rating 1
-3 for Common Sense
+10 for Wanted: NEOnet
+7 for Paranoia
+3 for Prejudiced: NEOnet employees
+5 for Big Regret (Leaving the other Technomancers behind)
-16 for 4 Complex Forms
-10 for 20000 Nuyen
-2 to give Dataminer +1 Connection and +1 Loyalty
Remaining
-- Attributes --
Body 4
Agility 2
Reaction 2
Strength 3
Willpower 6
Logic 4
Intuition 4
Charisma 4
Edge 1
Essence 6.00
Initiative – 6+1d6
Physical Condition Monitor - 11
Stun Condition Monitor - 11
Overflow Boxes - 4
Physical Limit - 4
Mental Limit - 6
Social Limit – 7
Living Persona:
Device Rating: 6
Firewall: 6(7)
Data Processing: 4
Sleaze: 4
Attack: 4
-- Qualities --
Low Light Vision
Technomancer
Pain is Gain
Focused Concentration Rating 1
Natural Hardening
Common Sense
Wanted: NEOnet
Paranoia
Prejudiced: NEOnet employees (Mild)
Big Regret
-- Skills --
Compiling: 6
Registering: 6
Decompiling: 6
Electronic Warfare: 6
Cybercombat: 6
Hacking: 6
Software: 6
Computer: 6
Intimidation: 3
Con: 3
Perception: 2
Survival: 1
Pistol: 1
Unarmed Combat: 1
Pilot Groundcraft: 1
Sneaking: 1
-- Skill Groups --
-3 to break up Cracking 5
-- Knowledge/Language Skills --
English: N
Street:
The Resonance: 6
Matrix Anomalies: 3
Safehouses: 2
NEOnet Host: 2
Seattle (Technomancer Community): 2 (4)
-- Augmentations/Magic/Adept Powers --
Infuse Attack
Infuse Firewall
Infuse Data Processing
Infuse Sleaze
Resonance Spike
Stitches
Transcendent Grid
Resonance Veil
Static Bomb
-- Gear –
-1000 for Renraku Sensei
-10000 for Fake SIN rating 4 (Gennedy Tartokofsky)
-800 for Firearm License rating 4
-800 for Smartlink License rating 4
-720 for Ares Light Fire 70 with Smartlink and 16 rounds of Regular Ammo
Acc: 7(9) Dmg: 6P Mode: SA Ammo: 16c
-650 for Two Clips for Ares Light Fire 70 with 16 rounds of Regular Ammo each
-1000 for Armor Jacket
-20 for Silver Credstick
-10 for 2 Standard Credsticks
-2200 for Contacts Capacity 1 with Smartlink
-750 for Medkit Rating 3
-200 for Medkit Supplies
-150 for Set of Good Clothes
-30 for a set of Cheap Clothes
-30 for a set of Cheap Clothes
-2000 for Low Lifestyle for 1 Month
-5000 for Doc Wagon Basic Contract for 1 Year
Remaining Money - + ()
640
-- Contacts –
Joe Fattone: Taxi Driver
Loyalty: 5 Connection: 2
Dataminer: Fixer, Fellow Technomancer
Loyalty: 4 Connection: 3
[/Spoiler]
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Well, AT&T has a line break in my hood, so I'm on phone internet until tomorrow morning. Will post details then.
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I'm having my own challenges. The new release of Chummer5 (v180) isn't playing well with my old .chum file for this character. I would say that I would rebuild it, but it looks like some of the options have gone missing in the new release (which represents a serious overhaul of the source code, as I understand it). For example, we're back to two magical traditions. I'll see what I can do to put Humpty Dumpty back together again.
Edit: Figured it out. Old settings didn't carryover, so I needed to re-enable all the different source books. Rebuilding in progress.
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Sounds like life is rearing it's ugly head already. No worries about getting everything done super fast, this is still very early.
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All right, posting during lunch break since I decided to rewrite the background yet again. The following is what other team members would likely have observed about the character if they've interacted with him for any length of time.
[spoiler=Description and behaviour]
Marcus has established himself in Seattle as a locksmith who operates on both sides of the law. While his primary fake license (Marcus Brennan, UCAS) has all the permits in order for his chosen profession, he only maintains said license for normal, every day purposes to appear as a legitimate citizen who pays his taxes and does everything else expected of him. His secondary fake license (Edward Alan Marshall) is used for all runner activites, and in the shadows he just goes by the nickname Eddie.
The character is a caucasian male in his late teens/early 20s with blue eyes and a maintained buzz cut. He typically wears Rapid Transit Elite branded clothing from the Ares Victory line in the form of sneakers, kevlar trousers, a hoodie, and utility vest, complemented by a heavy lined coat and a ballcap worn low over his face. He'll frequently wear a chameleon suit containing some of his tools underneath the other clothing.
The extensive modifications made to his body coupled with above average physical abilities has turned him into an expert infiltrator and combatant. He is proficient with most locks and physical security devices, and his naturally keen vision makes him a dead shot even at long range. He prefers to sneak in and out entirely unseen, but will resort to using capsule rounds filled with DMSO and narcoject if necessary, and lethal ammunition only as a last resort (or if the job calls for it).
The years he spent in a secret lab being experimented on like an animal did not do wonders for his psyche, however. Medications keeps the bi-polar disorder in check as long as they are taken three to four times a day, bu he also suffers from attention deficit disorder causing him to be distracted easily, and he quickly gets bored if a job requires long periods of inactivity. He also has a moderate phobia and deep resentment of medical institutions and personnel. Finally, the character exhibits a burning desire to find the people responsible for his treatment, and will stop at nothing to hunt them down if he comes across a lead.[/spoiler]
This second part is mostly for the GM as the other player characters wouldn't have knowledge of these events (players should feel free to read, though):
[spoiler=Background]
===== CLASSIFIED: Epsilon-Sigma Clearance Only =====
Medical examination: Subject E4A recovered from Echo Lake site, 2074-01-12 @ 2311 hours local
Presiding physician: Dr. Thomas S. Jones
Initial Physiological Evaluation:
The subject, a human male in his late teens/early 20s, designation Echo-4-Alpha, appears to be in extremely good health considering the circumstances of his recovery; the fourth floor of the abandoned lab he was liberated from was located 80 feet underground near Echo Lake. Unlike the Echo-2 and 3 subjects, 4-Alpha shows no signs of malnutrition or mistreatment and instead appears to have been well cared for, likely due to the extensive modifications he has been subjected to. Each procedure seems to have been performed with great precision and skill, which leads me to believe that they were performed by an expert surgeon. However, inferior and possibly even older raw materials have been used, and as a result the subjects holistic self has suffered greatly despite what seems to be a natural compatibility with the implanted 'ware; it is highly likely that the lab was experimenting on prototype O-Cells or perhaps even using cybermantic techniques used to implant as much ware into a human being as possible. Echo-4-Alpha likely wouldn't survive anything but the most minuscule alteration at this stage.
Initial Psychological Evaluation:
4-Alpha responds well to external physical stimuli, but has remained near-catatonic since his arrival at our facility. Only after administering chemical stabilizers was the subject able to participate in physical trials and even then the subjects will seemed completely broken. In the few hours that have passed since initial discovery and recovery, 4-Alpha has exhibited signs of significant initial fear and mistrust of all medical personnel and has only willingly conversed with civilian contractors. Unfortunately, the subject currently remembers little of his time in the lab or indeed of his past life, and at this rate it is likely that his recovery will take a significant amount of time.
Follow-up report, 2074-06-28 @ 1425 hours local
Physiological update:
4-Alpha, who has himself chosen to go by the name Marcus, is doing remarkably well from a physiological point of view; he is in excellent health, exhibits above average responses to all standardized testing, and shows no signs of auto-immune disorders despite the extensive augmentation he has been subjected to.
IMPORTANT NOTE: The subject has been fitted with what can only be described as a prototype pain editor; unlike modern versions, this particular organ cannot be turned off and as a result 4-Alpha has a permanently reduced tactile sensitivity and is impervious to pain. Normally, this is a condition that can be excessively dangerous, but 4-Alpha is seemingly used to relying on an implanted biomonitor to inform him of changes to his physical state.
Nearly all of the implants he has received are primarily aimed at making him physically stronger, faster, and tougher; bones, joints, and muscles have been strengthed unilaterally; biofibers have been added to his skin providing the equivalent of subdermal armor; the kidneys, spinal cord, and brain stem have all been enhanced to function at much higher capacity, providing improved toxin resistance, reaction times, and situational awareness, respectively. Furthermore, almost all of his memories of his time in the lab seem to revolve around physical training and mental war games. It seems likely that 4-Alpha was purposefully designed to be a soldier, though his state of mind leaves assignment to the rank and file out of the question.
Psychological update:
4-Alpha exhibits a below-average intellect, possibly as a result of a lack of stimuli as a child, but above average decision-making and pattern-matching abilities; the latter aids 4-Alpha greatly in anticipating behaviour in others. Additionally, the subject has been diagnosed with both Bipolar II Disorder and ADHD, most likely as a result of the numerous invasive surgeries and mental conditioning he has undergone; I have prescribed a combination of anticonvulsants, antipsychotics, and benzodiazepine to stabilize his mood swings, which so far has had the desired effect. In addition to the controlled experiments, the Echo Lake subjects all underwent prolonged and traumatic isolation; judging by the general malnourishment of all subjects, it is likely that the facility had been abandoned for at least three weeks by the time our disposable assets located them. At this stage all Echo-2 and -3 subjects have expired as a result of trauma suffered at the facility, leaving 4-Alpha as the only survivor.
Follow-up report, 2074-11-11 @ 0417 hours local
At some point between midnight and 0300 hours local, 4-Alpha managed to escape from our facility. Despite thorough evaluations of his phsyiological alterations, no one expected that he would be able to dismantle and subsequently squeeze through the external ventilation fan mounted 8 feet above the floor of the common room in the dormitory wing. After stealing supplies and equipment from the nearby barracks, 4-Alpha made his way unseen past several guard posts at which point he appropriated a vehicle from the Stuffer Shack down the road and made his way further west. All trace of the subject ends in the Sound where the vehicle was found, albeit sans passenger. With no further leads to go on, a decision has been made to close the Echo Lake file pending further information.[/spoiler]
And finally, the character sheet (attachment is a chummer file built with v5.180.36 renamed to txt; let me know if this doesn't work and I'll link a Google Drive version instead).
NOTE: Chummer doesn't round correctly for the Biocompatibility quality. As per page 54 of Chrome Flesh "the Essence cost of implants of the particular chosen type are reduced by ten percent, rounded down to the tenth"; using the example from the book, Used grade ware should be x1.1 instead of x1.15, and Alpha should be x0.7 instead of x0.72. All in all, for this character the difference is 0.195 Essence (total cost of 5.435 vs 5.630).
Most dice pools are in the 8-10 or 12-14 range before modifiers.
INFO: Eddie, B&E/Bio-Samurai, Human Male, late teens/early 20s, 1.82m, 112kg
Real Name: Unknown
Street Name/Aliases: Eddie AKA Edward Allen Marshall (runner fake SIN), Marcus Brennan (legitimate fake SIN)
Movement: 12/24
Karma: 0
Street Cred 0, Notoriety 0, Public Awareness 0
Composure 5 (6), Judge Intentions 7 (6), Lift/Carry 8 (60 kg/40 kg), Memory 6 (7)
Nuyen: 50¥
PRIORITITES (SUM TO 10)
Metatype: E - Human
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: A - 450,000¥
KARMA EXPENDITURES
+25 from Negative Qualities
-25 for Positive Qualities
-1 for Contacts
-7 for skills (Escape Artist 1, Outdoors skill group 1)
-7 for Martial Arts (Jeet Kune Do; Opposing Force (Block))
-10 for nuyen (20,000¥)
ATTRIBUTES
BOD 4, AGI 4 (6), REA 4 (6), STR 3 (4), CHA 2, INT 5 (4), LOG 3, WIL 3 (4), EDG 3, ESS 0.565
INITIATIVE
Initiative: 9 (12) + 3d6
Matrix AR Initiative: 9 (12) + 3d6
CONDITION MONITORS
Physical: 10, Stun: 10 (11)
LIMITS
Physical 6 (7), Mental 5, Social 3
Situational Modifiers: Enhanced Articulation (+1 Physical, Escape Artist only), Ares Victory Elite (+1 Social), Ballistic Mask (+1 Social, Intimidation only)
QUALITIES
Biocompatability (Bioware), Bi-Polar, Driven, Hawk Eye, Lack of Focus, Phobia (Uncommon, Moderate, medical facilities, labs and operating theaters in particular), Prejudiced (Specific, Biased, medical personnel, doctors and researchers in particular), Restricted Gear (Pain Editor), Sense of Direction, Sharpshooter
ACTIVE SKILLS
Athletics skill group 5, Automatics (Assault Rifles) 4 (+2), Escape Artist 1, Locksmith (Maglock) 6 (+2), Navigation 1, Palming 4, Perception (Visual) 5 (+2), Pilot Ground Craft 2, Sneaking (Urban) 6 (+2), Survival 1, Tracking 1, Unarmed Combat (Jeet Kune Do) 4 (+2)
KNOWLEDGE SKILLS
Area Knowledge: Seattle 2, Biology (Augmentations) 2 (+2), English N, History 2, Security Design (Physical) 2 (+2), Shadow Community 2, Sprawl Life 2, Underworld 2
MARTIAL ARTS
Jeet Kune Do (Counterstrike)
AUGMENTATIONS: 395,600¥
Biomonitor (Alpha), Bone Density Augmentation (Rating 4, Used), Elastic Joints (Used), Enhanced Articulation (Used), Muscle Augmentation (Rating 1, Used), Muscle Toner (Rating 2, Used), Nephritic Screen (Rating 6, Used), Nictitating Membranes (Tinted, Used), Orthoskin (Rating 4, Used), Pain Editor, Reception Enhancer, Synaptic Booster (Rating 2)
ARMOR: 8,105¥
Ares Victory Rapid Transit Elite [AV 9], Ballistic Mask [AV2, w/Ultrasound Sensor (Rating 3)], Chameleon Suit [AV9, w/4 Concealed Pockets, Faraday Pocket, Thermal Damping (Rating 2), Ultrasonic Noise Generator (Rating 4)], Forearm Guards [AV1], Lined Coat [AV9, w/Faraday Pocket, Nonconductivity (Rating 5), Shock Weave (w/4 charges)], Ski mask
WEAPONS: 5,590¥
AK-97 [Assault Rifle, Acc 5 (7), DV 10P, AP-2, SA/BF/FA, RC 6 (7), 38/76(c), w/Chameleon Coating, Folding Stock/Stock Removal, Gas-Vent 3 System, Holographic Sight, Personalized Grip, Sling]
Remington Suppressor [Machine Pistol, Acc 7, DV 7P, AP-1, SA/BF, RC 4, 15(c), w/Concealed Quick-Draw Holster, Electronic Firing, Laser Sight, Sound Suppressor]
Shock Gloves [Unarmed, Acc 6 (7), DV 8S(e), AP-5, Reach 0, w/10 charges]
Survival Knife [Blades, Acc 5, DV 6P, AP-1, Reach 0]
GEAR: 43,155¥
Carried (33,460¥):
2x Camera [Micro], Certified Credstick [Silver], Certified Credstick [Standard], Evotech Himitsu [A0, S5, DP1, FW2, w/Program Carrier (Virtual Machine w/Smoke & Mirrors, Stealth), Receiver, Fake SIN (Rating 3, w/5 Fake Licenses), 2 Electronic Parts], Flashlight, Meta Link [A0, S0, DP1, FW1, w/Fake SIN (Rating 3, w/3 Fake Licenses)], 10x Stealth Tags
Vehicle (2,880¥):
Autopicker [Rating 2], Bug Scanner [Rating 6], Climbing Gear, Crowbar, C-Squared [Rating 6], Endoscope, Gecko Tape Gloves, 20 Plastic Gloves (Pair), Survival Kit, Tool Kit (Locksmith)
Vehicle Smuggling Compartment (6,625¥):
150x APDS rounds [AR], 50x Capsule Rounds [MP, w/DMSO & Narcoject], 150x Flechette rounds [AR], 300x Regular rounds [AR, Hand Loaded w/+1DV], 100x Subsonic rounds [MP, Hand Loaded w/+1DV], 200x Tracer rounds [AR], 4x Clips [AK-97, Extended Rating 2], 2x Clips [Remington Suppressor], 2x Guts, Miniwelder, 4x Nightwatch, 10x Plastic Restraints
Worn (190¥)
Baseball cap [w/Trodes], Micro-Transceiver
VEHICLE: 15,000¥
Thundercloud Morgan [Handling 3/5, Speed 4, Accel 3, Body 14, Armor 6 (12), Pilot/Sensor 0, Seats 2 (3), Manual Control Override, Off-Road Suspension, Weapon Mount (Heavy, External, Fixed, Manual), w/Armor (Standard, Rating 6), Increased Seating, Morphing License Plate, Smuggling Compartment]
LIFESTYLE: 2,500¥
Low [1 month, Comforts & Necessities 2, Security 2, Neighborhood 2, w/Private Room, Bi-Polar Medication]
Apartment in Fife, Tacoma, near the intersection of 20th St E and 62nd Ave
CONTACTS:
Katsumi "Striker" Hisao [Connection 5, Loyalty 2, Fixer]
A female elf in her mid-40s, Katsumi arrived in the Emerald City from San Francisco just after Crash 2.0. It is rumored that she has some distant relation to an officer in the Japanese Imperial Marines tasked with occupying the city, but this has never been substantiated. She operates a legitimate import/export business out of the Tacoma docks, and also works as a fixer in the Seattle shadows where her focus is on acquiring goods at whatever cost. She is a fierce businesswoman who will stop at nothing to protect her operations, and she earned her nickname after she personally destroyed several pursuit vehicles with an Aztechnology Striker rocket launcher.
Eddie has successfully pulled a few B&E jobs for Katsumi, but their relationship is mostly business at this point.
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Ooh I can see the fun already... Don't want to spoil anything though.
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You're going to have me on OP duty without my medications, aren't you... :D
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Hi I'm very interested in this, got room for an English player?
Ps never played ppb before
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I'll see what I can do about fitting you in, go ahead and drop a character concept and sheet. Make sure you read the rest of the posts so you can see what I'm looking for, otherwise, just ask.
Herr, not sure what you mean by op duty...? I'll post the op when it's time, but I just noticed things on your sheet that fit rather nicely with the story. Will definitely make things interesting
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CraterShip
Hehe, just messing around; OP = observation post. You were saying "I can see the fun already", and I assumed you were coming up with ways to utilize something you saw on the sheet. Figured it was either the attention span, the medications, and/or the phobia.
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Hahaha no, whoever sits in the op is entirely up to the team. Other parts should play nicely though.
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Ok, so I've got sheets from Tecumsah, Herr Brackhaus, and RaiderJoseph. I'll be looking over them for any suggestions, and I'll see if there is any more interest before getting started
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Sorry for the delay got the auditors in at work and chummer threw a hissy fit on the train. It's all ok now we are friends again. Working on a stealthy adept, cat or wolf for burglary or bounty hunter respectively. Any hints tips or preferences?
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Update: I've having a murderously hard time recreating my character sheet in Chummer, mostly due to updates they're making to the Chummer code. It's less stable than it was before and the updates they're making don't seem to be backwards-compatible. For example, I spent quite a bit of time over the weekend recreating my sheet in v180 only to have v181 come out today and now the same sheet crashes the program.
@Herr, are you having this issue at all?
I have the 20 Questions written in my head; now I just need to take the time to type them out. I'll do that soon.
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Don't worry too much about the chummer files, as long as I have a readable sheet for your character I should be able to work it out. If need be, I can try to recreate them in my chummer files, but a PDF would still be best of course. Thanks for keeping at it guys!
gwilym: either archetype could work just fine. I would personally lean towards cat cause I like stealthy games, but the group may just need the pure muscle of a wolf bounty hunter. Either could work though, so just get a sheet put together and I'll take a look.
initial notes for character sheets i've seen:
Eisa:
Why have blades, clubs, and unarmed combat all at low levels, and with specializations? That is spreading skill points through three barely there melee abilities. You would be better off pooling all those points into a single skill.
You have no ranged ability other than spellcasting, which is fine most of the time, but I would suggest at least pistols or something for when drain gets to be too much to handle.
Very low pools for quite a few skills, would be better off specializing a little more into the few things you want to be good at. As it is, the character is playable, but will likely have few successes with quite a few of the lower skill pools.
I would suggest re-working both knowledge skills and contacts to reflect working in Seattle. I know this was a missions character, in which these would make perfect sense, just a quick rework should be fine.
You have the Home Ground (CZ) and Rad-Tolerant positive qualities, neither of which will likely be any help at all outside of Chicago, could swap these out for other positive qualities, or just remove them and spend the BP elsewhere.
You have a LOT of combat spells that are all pretty similar. I understand the various secondary effects for elemental damage, but I would suggest diversifying a little more outside of combat spells and cut a couple of these. Also, Bug Zapper in manipulation is another one that will not likely come up in Seattle.
For lifestyle, just list which district of Seattle you’re living in e.g. Seattle: Redmond (E District) Low – 1 Month
Orc TM:
Focused Concentration Rating 1 could be useful, but will not help very much, as most Complex Forms will probably want to be sustained at a level higher than 1. Up to you though.
In your skills, you’ve got a ton of points spent on all the usual computer abilities, which is good, but may be able to spread them a bit. As a TM, I would suggest sticking with either Hacking or Cybercombat (as an orc, you’ll probably want to stick with hacking, as cybercombat relies on your CHA for your attack rating). Decompiling is something that will probably never actually be used, as TMs are pretty rare, so could lower that one and move the points to something more useful. With your AGI being so low, your pistols and sneaking skills are sitting at a pool of 3 dice each, I know it’s tough to fit it all in as a TM, but both of those are going to be skills you’ll be using, and you’re unlikely to get more than a single success on any of those tests right now. My suggestion: drop either intimidation or con, just stick with one or the other, drop survival, unarmed combat, and pilot groundcraft entirely. Use the points from those dropped pools to beef up sneaking, pistols, and perception. Also specializations are your friend! Use them for that extra 2 dice for 1 point boost.
You have a ton of complex forms, which is perfectly fine, but may become a little bogged down. Overall, anything that starts with “infuse…” is pretty well useless, as they all require you to sustain them, taking -2D to any other action so long as you are sustaining them. The only sustained complex form I’d suggest would be Diffusion of Firewall, and even that one is pretty iffy. Res Spike, Res Veil, and Transcendent Grid are all good ones, Static Bomb is situational, but could be useful. Stitches is another pretty useless one, as you can always just compile a new Sprite rather than healing the one you’ve already got. I would also suggest adding the Editor CF, as it is a HUGE bonus for TMs to bypass data bombs and deal with data (plus works faster than a decker).
I don’t usually check prices and such too closely, but I did notice you had 2 clips of regular ammo listed at 650 nuyen, which I know is a WAY overpriced. I’m guessing this was a typo? Also, a bit of advice I got building my TM – drop the smartlink and just get a laser sight, you’re spending a TON of that little cash you get to start with on the contacts to get the same bonus the laser sight would give you, plus you’re pretty locked into keeping them wireless, which means they can be bricked.
You’ve got a super high loyalty taxi driver contact, with that, you could probably just bum a ride around whenever needed and get rid of your pilot groundcraft skill.
Eddie:
What exactly is the restricted gear you got for the quality?
Take a minute to list out your fake SINs and Licenses as to what they cover. Also, 5 fake licenses is a bit overkill, usually only need 2-3 (one for your main job, one for your weapon, and maybe one for driving)
I didn’t check the numbers too closely, but otherwise looks pretty straightforward.
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Tecumseh
Nope, I must have been lucky, no code issues with the chummer releases for me.
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The character was built for a campaign where the GM asked us to create a realistic character driven by their background rather than a mechanically optimized PC. To that end, I agree with everything that you point out. If you are looking for more specialized characters then I will move in that direction.
I'm certainly not doing myself any favors by playing as a Norse magician, which is a Logic tradition, but that was the character concept in my head: a Nordic elementalist with fire, ice, and lightning, thus all the different combat spells. I could do a variation that would be Aztec (a Charisma tradition) or Sioux (Intuition) instead. I'll start penciling those out and see how it goes.
And, yes, I definitely intend to rework things for a Seattle setting instead of a Chicago game.
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All of you are welcome to ignore anything I put, I am only giving suggestions. I do like the character, Tec, and see nothing illegal about it, and I definitely don't intend to have everyone min-maxing craziness. Just trying to help out.
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Ok, so I've got sheets from Tecumsah, Herr Brackhaus, and RaiderJoseph. I'll be looking over them for any suggestions, and I'll see if there is any more interest before getting started
Just wanted to point out that rednblack has a character concept submitted as well. He asked to let him know if the concept was of interest, and then he'd flesh out the crunch.
Also, any comments on my character, or are we good?
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Yup, just a couple comments Herr Brackhaus, at the end of the long post under Eddie.
My apologies to rednblack, and thank you for bringing that up, I did look over the concept, and it sounds perfect, I'd like to see the sheet when your done crunching numbers.
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Coolio. I added details on the fixer contact just now, added an endoscope, and replaced the 200 regular rounds for the machine pistol with 100 subsonic rounds instead for a total modifier of (4 silencer + 1 electronic firing + 2 subsonic ammo) = -7 modifier to hear gunshots from the MP. Net change is -250¥.
Response to comments:
Restricted Gear is for Pain Editor (Avail 18F)
Fake SINs and Licenses:
Rating 4: Marcus Brennan, UCAS (used for legitimate purposes, not for running)
Licenses: Licensed Locksmith, Drivers License, Permits for Communications Devices, Concealed Carry, Machine Pistols, Tools (Locksmith)
Rating 2: Edward Allen Marshall, UCAS (used when running)
Drivers License, Permits for Concealed Carry and Machine Pistols
Evotech Himitsu commlink and Autopicker is 8R, hence the communications devices and tools (locksmith) licenses. Essentially, anything I might be carrying on the street is either licensed or unrestricted. Everything that is Forbidden is in the smuggling compartment, or I'm illegally entering and possession of illegal goods is the least of my worries :)
ETA:
I'll probably replace Small Unit Tactics with another knowledge skill or two; as a non-primary combatant and a stealth-focused character in what looks like it could be a stealth-focused game, I don't think we'll need to coordinate movement under fire or set complex ambushes, so the skill is kind of reduntant and no longer entirely fitting the character.
ETA2:
What's your stance on toxins and subduing guards, by the way? I've invested quite a lot in the machine pistol with DMSO rounds so I'm curious if you'll be treating this like RAW (i.e. roll for surprise/ambush, I shoot the guard with a dose of narcoject, the guard may or may not get an action, and if he does he might sound an alarm). I mean, technically a single complex action is enough to either observe in detail, and then a free action is enough to let out a scream over comms, so technically, it's incredibly difficult to subdue a guard by RAW.
Of course, alternatives is to handwave the combat and roll edge, or just handwave it entirely but I'd like to know your stance on this. Would I be better off buying some disposable syringes in order to inject the narcoject directly into the victim after grabbing them, if necessary? There's a couple of ways of subduing guards by RAW, but the rules of combat make them all tremendously risky maneuvers. With a focus on stealth I'm just curious what your view of quietly subduing guards are.
ETA3:
Did a little math and decided to go with two Rating 3 fake SINs instead of one R4 and one R2. That leaves me with 400¥ in change, keeping everything else as is.
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Got the crunch up on my previous post. No apologies necessary, Crater. I'm also interested in rulings on DMSO + Narco, as Chaim went that route as well. I'm still sitting on 10 karma, and need to figure out if I should get some more gear -- always welcome -- beef up some skills, or branch out into a Martial Art. Primary skills are in the 10-15 dice range, while secondary skills are sitting at 8-10 dice. That in line with most of the rest of the team?
@Herr Brackhaus, I considered putting some ranks in SUT as well. If you'd like a partner in those regards, I can swing it.
I've also invested pretty heavily in Leadership (Direct) for bumping up teammate's rolls.
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https://docs.google.com/document/d/17VYgHu8DGnp4MUfZFb4nkNxN5pXd3H1weAJ2TCojXHU/edit?usp=sharing
Here's a sheet for a B&E artist I have. I also have an ex Yakuza shaman/hitman character I could draft a sheet for if you're interested in that instead.
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I hadn't looked too much into the narcojet dmso combo, but I will likely do some minor handwaviness. I will likely let the guards do a limited set of simple actions rather than a full turn. Probably impaired as well as the drugs take effect. If a guard gets hit, he's likely going to go down quickly, if another guard sees or suspects foul play, they may actually react. This will of course also depend on your ability to hit a soft target, as dmso isn't going to through hardened milspec armor
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Cool, thanks CraterShip. I'll keep the capsule rounds then, with the intention of ambushing guards and catching them by surprise if becomes at all necessary to disable them.
Oh, and I'm more than happy to drop a couple fake licenses if you don't think they're necessary. I erred on the side of caution as the character doesn't have any persuasion skills.
rednblack
Not sure small unit tactics has much benefit in our case; there are only a couple maneuvers that are relevant for a non-direct action kind of team, and even those are marginal. Crossfire is good, and Dynamic Entry, but that's about it. What do you think?
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@Herr Brackhaus, I'm inclined to agree. Slicing the Pie is the only other maneuver that I'd add to your list, but the usefulness of any of them seem rather limited for the kind of team we're seeing here. I don't think we're really going to get picked for smash-and-grab kinda jobs.
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I've never quite understood Slicing The Pie; you forego your +2/+4 for a variable +X? Is that it?
I think Small Unit Tactics is very thematic, especially if we've worked together before and you have leadership (Eddie would likely look up to someone more experienced), so I could go either way.
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Yes, my understanding is that you forgo your cover bonus, as the book states, "Defensive bonus to the searchers only based on number of successes. . ." (Emphasis mine). With a well-trained team beating a +4 Full Cover bonus shouldn't be too hard, and should also allow multiple team members to be positioned to return fire, which isn't as likely for a team just making their way through a warehouse, for example.
Still, I don't think it's worth it in this case, even if it is thematic.
Hope to have char sheet finalized today.
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It sounds like we have a sneaky group, on the whole, which is great. rednblack is sneaky, Herr Brackhaus is very sneaky, Raiderjoseph is a clumsy bull in an overstocked china shop so he's an exception but still. We have the start of a good trenchcoat team.
With that in mind, I'm moving away from a "chip-on-her-shoulder" combat mage and toward an illusion/manipulation mage that can better support the team's goals of getting in and out unseen and unheard. I'm trying to pick spells that I think will complement the team structure. Physical Mask, for example, could pair very well with rednblack's Impersonation skill. Trid Phantasm and Manascape (if I'm reading/understanding Manascape correctly) can be used to help keep us out of sight and out of mind while we're on-site. Petrify and Opium Den can be used to distract and non-lethally remove potential combatants. Levitate can be used to prevent Raiderjoseph from tripping over his own feet.
She's not done yet, but I wanted to get a draft up for review and feedback. She still needs contacts, knowledge skills, plus finalized karma and nuyen spending.
[spoiler]== Priorities ==
Metatype: C - Dwarf
Attributes: C - 16 Attributes
Special: A - Magician
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 6,000¥
== Attributes ==
BOD: 3
AGI: 3
REA: 3
STR: 3
CHA: 3
INT: 5
LOG: 2
WIL: 7
EDG: 2
MAG: 6
== Derived Attributes ==
Essence: 6
Initiative: 8 + 1d6
Astral Initiative: 10 + 2d6
Physical Damage Track: 10
Stun Damage Track: 12
== Limits ==
Physical: 4
Mental: 6
Audio Enhancement [+2] (Only for audio Perception)
Vision Enhancement [+3] (Only for visual Perception)
Social: 7
Astral: 7
== Active Skills ==
Assensing : 6 [Aura Reading] Pool: 12 (14)
Automatics : 1 [Submachine Guns] Pool: 4 (6)
Counterspelling : 6 [Combat] Pool: 12 (14)
Etiquette : 1 Pool: 4
Navigation : 2 Pool: 7
Perception : 3 [Visual] Pool: 9 (11)
Sneaking : 3 [Urban] Pool: 8 (10)
Spellcasting : 6 [Combat] Pool: 12 (14)
Summoning : 6 [Guardian Spirit] Pool: 12 (14)
Survival : 2 Pool: 9
Tracking : 2 Pool: 7
== Knowledge Skills ==
== Qualities ==
Addiction (Mild) (Stimulants)
Focused Concentration (Rating 2)
In Debt IV
Magician
Mentor Spirit (Cat)
Perceptive I
Perfect Time
Phobia (Uncommon, Mild) (Large bodies of water (e.g.lakes, oceans))
Resistance to Pathogens/Toxins
SINner (National) (Sioux)
Thermographic Vision
== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (12))
Chill DV: F-1
Flame Burst DV: F+1
Heal DV: F-4
Ice Storm DV: F+1
Increase [Attribute] (INT) DV: F-3
Levitate DV: F-2
Magic Fingers DV: F-2
Manascape DV: F-2
Opium Den DV: F-1
Petrify DV: F-2
Physical Mask DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Ork Underground 1 month
== Armor ==
Armor Jacket 12
+Chemical Protection 3
+Fire Resistance 3
+Insulation 3
+Nonconductivity 3
Helmet 2
+Trodes
== Weapons ==
Ingram Smartgun X
+Concealable Holster
+Smartgun System, Internal
+Sound Suppressor
Pool: 4 (6) Accuracy: 6 DV: 8P AP: - RC: 4
Unarmed Attack
Pool: 2 Accuracy: 4 DV: 3S AP: - RC: 2
== Commlink ==
Renraku Sensei (DP: 3, FWL: 3)
== Gear ==
Ammo: Explosive Rounds (Submachine Guns) x40
Ammo: Flechette Rounds (Submachine Guns) x40
Ammo: Gel Rounds (Submachine Guns) x40
Ammo: Regular Ammo (Submachine Guns) x40
Ammo: Stick-n-Shock (Submachine Guns) x40
Contacts Rating 3
+Image Link
+Flare Compensation
+Low Light
Cram x5
Earbuds Rating 3
+Audio Enhancement Rating 2
+Sound Link
Fake SIN (UCAS) Rating 4
+Fake License (Mage License) Rating 4
+Fake License (Automatic Weapons License) Rating 4
Flashlight, Infrared
Jazz x5
Monocle Rating 4
+Vision Enhancement Rating 3
+Vision Magnification
Psyche x5
Reagents, per dram x20
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Subvocal Mic
Survival Kit
Sustaining Focus Formula, Health Rating 4
Trodes[/spoiler]
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Manascape is very GM dependent; at my table I allow magicians to use it as a poor man's masking technique, where a signature can not only be changed (allowing a magician to alter his own aura to appear mundane) but hidden entirely (like an astral version of Invisibility). I counteract this by requiring the magician to have line of sight to the target as well as expending a complex action per combat turn to move the area of effect along with the team members being covered.
Other GMs have different interpretations of the spell, ranging from only being able to change active auras such as those from foci or sustained spells and not those of people, to somewhere in between.
Physical Mask + Disguise/Impersonation + Manascape = one heck of a social infiltrator. Manascape + Concealment + Stealth/Sneaking = potent physical infiltrator.
I think that's an excellent choice for synergy, Tecumseh, and the sheet looks good. I would personally pick electricity attacks over cold for the secondary effects, but that's mostly just personal preference.
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The way I read Manascape makes it sound like Phantasm/Trid Phantasm for the astral world. I think the restriction you suggest about spending actions to move the AoE is reasonable.
Herr and I are on the same page as far as synergies are concerned. I was even trying to work in Silence to cover the sound aspect too (in addition to visual via Trid Phantasm and the astral via Manascape) but I was having trouble finding the spell slot for it. I'm already at 12 spells, having purchased 2 extra via karma. Alternatively, Concealment from a spirit could help dampen sound.
I was also trying to take spells that I haven't used / played with before, just to avoid falling into old habits. A couple of them are from Shadow Spells and are really interesting:
Chill - A Direct damage spell that includes a secondary effect that reduces the target's initiative.
Flame Burst - A sustained combat spell (the only one I know of) that sends out a wall of flame every Combat Turn. A spell for desperate times, but very badass.
Ice Storm - Does traditional AoE damage but also creates an ice sheet as a secondary effect. Good for getaways!
Petrify - Resisted only by Body + Counterspelling, knock someone out of the fight (maybe even preemptively) without killing them.
The flip side to all of these is that they are relatively high drain, which is going to keep their Force levels down. To that end, I've been considering learning some of the spells as Limited Spells that require a fetish. I haven't done that before as a PC so that could be something that's interesting and fun too.
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Working on my char, but I've lost this weeks lunch times to auditors and a pregnant assistant. Managed to start draft one tonight. Will have something to rip to pieces (&reasdemble tomorrow)
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No worries gwilym, you've got time still.
Manascape to me sounds similar to what you guys have already been talking about. My initial inclination is to have it cover a static area, determined by force that is sustained, and can be centered anywhere within LOS of the mage, if you wanna move it, you'll have to recast the spell at a new location. However, since that isn't in the rules, and forcing the mage to face that much drain over and over seems a bit too far on the d-bag gm scale. So I'll go with Herr's version, cast once with area determined by force, and the mage may move at the cost of his complex action for the turn (since that's what you would normally have to use to cast a spell). If the mage desires to resize, however, then it'll be a whole new cast, hindered by the previously sustained one, unless the mage drops the first. Sound fair to everyone?
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Yes, that sounds fair to me.
CraterShip, do you have any other personal preferences / habits / house rules when it comes to GMing magic? Examples include:
1) Do you restrict spirit services to the type of spirit they are for that tradition? I find that this can get boring, as it's the same spirit type summoned over and over again, especially for combat. Personally, I like the flexibility of having a couple different options, depending on the situation, which helps keep some of the flavor. (I've been wanting to experiment with Guardian spirits but they're not going to get much attention if I can only use them for Manipulation services.)
2) Do vision enhancements in contacts/glasses/monocles affect a mage's LOS for spellcasting?
I'm also comfortable with gentlemen's agreements on certain topics. I'm not building a hugely optimized character nor am I intending to abuse the rules; I'm aiming more for a support role here.
Separate question: This dwarf comes from the Sioux Nation, so I figure that she's from the Great Plains and is a bit intimidated by large bodies of water, hence her phobia. Given Seattle's geography - Puget Sound, Lake Union, Lake Washington, etc. - would this qualify as a common phobia or an uncommon one? I'm also happy to broaden the phobia definition to include any "deep" water (deep meaning deeper than she is tall, so 1.4 meters or so). Let me know what you think.
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Still pretty new to GMing, so I'll make the calls as needed about most things, I've never seen any rules about the spirit thing you are talking about, I'm inclined to let a spirit do just about anything a normal person could plus their powers. Aside from some of the obvious things like being a face or piloting a vehicle...
As for vision enhancements for mages, so long as you don't abuse it (like using a telescope to fireball the moon) I'm pretty ok with them not interfering.
For the phobia, I would say uncommon, even though there are quite a few bodies of water, it's pretty easy to forget that fact inside buildings and city centers. I'm ok with the description as large or deep, since in real life those are usually interchangeable.
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Noted. I'll work with that.
#1 is from a throw-away line buried in the middle of a paragraph in Street Grimoire. In my opinion, it is way too hidden (and not at all discussed elsewhere, in fluff or in crunch) to be a rule I put much weight on. Other GMs use the rule as leverage if their tables are turning into MagicRun or SpiritRun, which can happen with powergamers. (I GM'd a player like that about five years ago and it was admittedly a headache.)
Fluff-wise, you can't fireball the moon because the Earth's manasphere doesn't extend that far. Presumably the fireball would fizzle once it reached low Earth orbit. For our purposes, I was thinking more about preserving some Perception bonuses from gear rather than turning into a magical sniper blowing things up from kilometers away.
You'll form more opinions as you GM and get neck-deep in the rules. Just let us know if anything is irking you and we can figure out a compromise. We want to be effective, but not overpowered.
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If I have a question can DM you or does it all need to be open forum?
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gwilym, I'll assume you meant PM, and that's fine. Open forum is also fine, as all the runners are being treated as if they have met before. No real need to hide anything from anyone, and some of the others may have more insight about certain rules than I do.
Rednblack: Just finished looking over the character, mostly looks good. Only things I noticed was that you have a machine pistol (which is governed by the automatics skill) but no points put into automatics. Your light pistol is perfectly fine for pistols skills. Your computer skill is also pretty dismal, although that is probably not going to be something you need to use with a technomancer in the mix. I do worry about your low lockpick skill, you could probably benefit from an autopicker a little more. The only other thing was the light fire 70 silencer on the light fire 75 pistol (I believe that has been updated to reflect the correct pistol, works the same) probably just a typo, but just a heads up. Otherwise, looks fine. You seem to have a pretty good grasp on all the social skills with that high CHA. Someone may know this one better than I, but I did notice you had both school of hard knocks and college educated, are they both allowed on a single character? I seem to recall something about only being able to take one of those... could be wrong though.
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Machine pistols can be fired in semi-automatic mode with the Pistols skill, but not sure what a machine pistol adds to an unskilled character that a pistol wouldn't.
And autopickers only work on mechanical locks, unfortunately. Unless we're only running in the deeper parts of the Barrens, I would be surprised if maglocks weren't commonplace.
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Re: Machine Pistols, large capacity is nice. That said, I got my wires crossed and thought I remembered that Machine Pistols could use the Pistol skill in general, not just with SA fire. I may switch out the Crusader II for the Salavette Guardian. It'd be nice to be able to lay down some Suppressive Fire, but I guess Chaim is going to have to rely on Leadership for longer distance engagements. I don't see this particular face going the Automatics route -- though I was pretty tempted to get my Specialization in Revolvers. They're just really so bad for stealth characters.
Re: Locksmith, since it's a Threshold test, it's usually pretty safe to have low dice pools there. This skill will be very secondary for Chaim, as there's no way he's going to be matching Eddie's 14 dice -- 16 against maglocks -- and they should be bringing Scatter on site for most jobs where they'll be up against a high threshold to begin with.
Apologies that I didn't get my sheet finalized yesterday. Today doesn't look good for it, but I will see what I can do.
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Eddie rolls 14 dice against any lock, not 16; Agility 6 + Locksmith 6 gives a base of 12, and then I get +against key locks because of the wireless Autopicker and +2 against maglocks because of the specialization. The two do not overlap, unfortunately.
As per page 359, there are two main types of locks; key locks and maglocks.
Key locks must be defeated with a Locksmith + Agility [Physical] (Lock Rating, 1 Combat Turn) Extended Test, and Autopickers add their rating to the dice pool (or the rating can be used as the skill). Transponder-embedded key locks can be picked the same way, but a Hardware + Logic [Mental] (Lock Rating, 1 minute) Extended Test must be passed at the same time the lock is picked. In this respect, I think a good choice for Chaim would be the hardware skill, which Eddie doesn't have.
Maglocks must be defeated by dismantling the case (a Locksmith + Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) Extended Test), followed by rewiring the internals (another Locksmith + Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) Extended Test); a third is necessary if you want to put the case back together. Some maglocks also have tamper protection systems, which can be bypassed with a Locksmith + Agility [Physical] (anti-tamper system rating) Success test.
All of that being said; rednblack, you could help both through teamwork or leadership, both of which would be bringing my dice pool up even further. With 14 dice you're looking at an average of 4.67 hits on the first test, followed by 4.33 on the second test, and so on. Even a Rating 6 maglock (Threshold 12) should be doable in 6 combat turns, or 18 seconds). If using the buying hits rule this would increase to 8 combat turns, or 24 seconds for a Rating 6 lock, not counting reassembling the case or bypassing anti-tamper systems. A Rating 6 key lock on the other hand should be doable in 2 combat turns, or 6 seconds. Of course, the bitch goddess of luck may well have something to say about probability and statistical averages ;)
ETA:
Oh, and extended clips are nice for pistols, rednblack. Get a Rating 2 extended clip if you want capacity; that doesn't come with suppressive fire of course, but if we're needing suppressive fire we've probably messed up the trench coat run anyway. In that case Eddie has a full-auto AK-97 with extended clips.
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I just got my numbers cross-wise. Didn't even see that you had an Auto-picker, Herr Brackhaus. Hardware looks like a solid choice. I'll probably re-work my skills in that direction, and may or may not drop the 1 point in Locksmith -- I have a hard time imagining an infiltrator that has 0 ranks in that particular skill.
What book has extended mags in it? I'm guessing a Concealability mod is in order? Chaim is probably still better off using Leadership in most situations, but it never hurts to be able to throw some lead downrange.
@CraterShip, I neglected to bring up your comment about School of Hard Knocks and College Education. I did a scan through Run Faster with the ol' Control F, and couldn't find any limitations there. It fits with Chaim's back story, and it's 8 karma to get a bunch of Knowledge Skills more cheaply, but if you'd rather I drop 1, I have no problems with that. It would get me a little closer to Blandness, which I didn't have the Karma for.
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Hard Targets has the extended magazines, and a few other choice mods including chameleon coating and stock removal. Rating 1 Extended Mag costs 35¥ and adds 50% more rounds and adds +1 to concealability, while the Rating 2 costs the same and adds 100% more rounds but adds +2 to concealability.
I've got a single spare clip for the AK-97 and 4 extended ones with 76 rounds in each, that way I can keep the conealability low and just swap to a high-cap mag when necessary.
And yeah, you have the same issue I have; I'm having a hard time with an infiltrator without the hardware skill, but I just can't find the points for it, so something has to give.
CraterShip
I noticed that I'd forgotten to pay for the electronic parts to modify my commlink, so I've swapped some gear around. Dropped the winch on the truck and the gas mask, got the electronic parts, a few micro-cameras, and a bug scanner. I also swapped the martial arts technique for Counterstrike, as 7 karma for a +1 dice to block just isn't worth it. Finally, updated the knowledge skills after ditching Small Unit Tactics. I think that's the final revision, and I've updated the chummer file in the character post.
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Alright, sounds like you've got him solidified. Glad to see these are coming along, I'd like to get final revisions done and posted, then start the ooc thread to put em all in one easy to access place. I'll put it together when it's time, for now, can I get an initial roll call on who is still here and a status/ eta on ready to post finalized character? Thanks everyone!
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1-up, Eddie, human male B&E/bio-samurai
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Still here and chipping away. My goal is to have things firmed up this weekend. I have family in town tomorrow and Fathers' Day on Sunday, so it might not be until Sunday night.
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Bloody bloody bloody chummer. Crashed last night a over wrote my work to date with a blank sheet!!@ so I'm old skooling it to night with a pencil and paper once I've got little man to sleep
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I have a little man too! I also have Chummer issues! Which can only mean one thing: that I've finally had my psychotic break and gwilym is my Tyler Durden. I was hoping that he/I would be more handsome and less inclined to spend time on the internet, but here I/we am/are.
Regarding Chummer, I'm finding that the new code base (v180 and later) is not doing a good job of being backwards compatible. If you make a sheet in v180, don't upgrade to v181 because it might not recognize/accept the v180 .chum file. I've restarted my build three times as a result. I'm hoping that the code base gets more stable soon, but I'm almost too afraid to download new versions to test them. I will once I get this PC finalized.
Now, the toughest part: picking a PC name.
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I'm here. Will have Chaim finalized on Monday.
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well got chummer working, thanks for the pointer but here no amri-doi in the matial arts section!!! lols
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Amri-Doi? That's not in the books either, so no wonder it's not in the Chummer Martial Arts section...
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https://www.youtube.com/watch?v=-NNJvQGkBf0
https://www.youtube.com/watch?v=-r2YygHmswM
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Ahh, Ameri-do-te. Here I thought gwilym was making drek up or, worse, speaking Welsh. Ameri-do-te is the sister martial art to Rex Kwon Do.
The first 60 seconds of this are a good summary: https://youtu.be/3CGMWlXosp4?t=1m53s
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how do you attached a file in this or am I going to have to type this bad girl out?
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When you are posting, click the blue + that says "Attachments and other options" underneath the text window. That will give you some additional options, including attaching a file.
It won't let you attach a .chum file, fearing it to be dangerous. If you manually change the extension from .chum to .txt it should work. I think this is what Herr did earlier.
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or a PDF...I hope....start praying
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YAY!!! right bed, its 2 in the morning here...things I do for my art
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Yes, it worked.
I'll let CraterShip speak authoritatively, but a few things I noticed:
1) You'll probably want to specialize a bit more so that you have a clear roll on the team. All your Attributes are 3s and 4s. You have a bajillion skills, but only a a couple dice pools above 10.
2) You sure you want to do Mystic Armor? You could spend those points a the third rank of Improved Reflexes. You can always use your extra Initiative to use Interrupt actions to stay out of harm's way, rather than depending on Mystic Armor to soak the damage. Plus it gets you an extra point of Reaction, which is good for dodging in the first place.
3) You're spending karma on Too Pretty to Hit, even though it only gets you 1 extra die compared to what you would normally get with Full Defense using Willpower. Perceptive Defender would give you an extra die for only 1 extra karma, or maybe 3 extra die if the GM allows the Enhanced Perception adept power to apply.
4) Personal preference here, but you might want some armor and weapons and gear.
5) Is this Sum-to-10? To me it looks like:
Race - E (0)
Attributes - B (3)
Magic - B (3)
Skills - B (3)
Nuyen - D (1)
Personally, I might bump Attributes to A and Skills down to C. The 4 extra Attribute points could pump up Intuition (2), Reaction (1), and Agility (1), which will make you better at all those underlying skills. Then I'd start whittling away some of the extra skills you have, especially those that are well-covered by the other members of the team. Shadowrun is a team-based game that doesn't favor generalists. Since the premise is that we've all been working together for a while, it makes sense that Pale Horse would have specialized into things the rest of us aren't good at.
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Got the PDF, so we're good there. Looks like you got some spending to do :)
At initial glance, I would concur with Tecumsah, lots of very low point skills. I don't personality advocate for min-maxing, and try to avoid the super meta gaming nonsense, but survival wise, and to be effective, I try to go with 12ish dice for your specialization, higher if super specialized, and sound 9 dice for the average opposed test, and 6 or so for tests that aren't opposed. I did notice you had the issue of lots of melee attacks and very limited ranged... A pool of 5 in archery isn't going to hit often, and when it does, probably not going to hurt as much, while you have stacked clubs, blades, and unarmed skills. Once you spent your nuyen and set everything up, I take a more detailed look over the sheet. I do like the Indian tracker feel, stick with it!
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4) Personal preference here, but you might want some armor and weapons and gear.
I chuckled. :)
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Skills whittled , qualities honed but no shopping yet (still writing the shopping list out)
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Next draft.
The attached .txt file is actually a .chum5 file that can be saved and opened in Chummer if you rename the extension. I used v179 because I found it more stable than v180 or v181.
Things are close to final. At the 11th hour I realized that sustaining Increase Intuition in the Sustaining Focus wasn't going to work due to the requirement that the spell be cast at a Force equal to the attribute being raised. At first I was thinking I could get around it with reagents, but then I remembered that reagents don't change the spell Force, they just set the limit. One possibility would be to lower my Intuition to 4 so that I could use an R4 sustaining focus, but that feels funny to me. Right now I have an R1 Power Focus instead and will resort to Psyche when necessary, but I'm going to sleep on it.
[spoiler]
== Priorities ==
Metatype: C - Dwarf
Attributes: C - 16 Attributes
Special: A - Magician or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 6,000¥
== Attributes ==
BOD: 3 CHA: 3
AGI: 3 INT: 5
REA: 3 LOG: 2
STR: 3 WIL: 7
EDG: 2 MAG: 6
== Derived Attributes ==
Essence: 6 Initiative: 8 + 1d6
Physical Damage Track: 10 Rigger Init: 8 + 1d6
Stun Damage Track: 12 Astral Init: 10 + 2d6
Physical: 4 Matrix AR Init: 8 + 1d6
Mental: 6 Matrix VR Cold Init: 5 + DP + 3d6
Audio Enhancement [+2] (Only for audio Perception)
Vision Enhancement [+3] (Only for visual Perception)
Social: 7 Matrix VR Hot Init: 5 + DP + 4d6
Astral: 7
== Active Skills ==
Assensing (Aura Reading) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Automatics (Submachine Guns) Base: 1 + Karma: 0 = 1 Pool: 4 (6)
Counterspelling (Combat) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Etiquette Base: 0 + Karma: 1 = 1 Pool: 4
Navigation Base: 2 + Karma: 0 = 2 Pool: 7
Perception (Visual) Base: 3 + Karma: 0 = 3 Pool: 9 (11)
Sneaking (Urban) Base: 3 + Karma: 0 = 3 Pool: 8 (10)
Spellcasting (Combat) Base: 6 + Karma: 0 = 6 Pool: 13 (15)
Summoning (Guardian Spirit) Base: 6 + Karma: 0 = 6 Pool: 13 (15)
Survival Base: 2 + Karma: 0 = 2 Pool: 9
Tracking Base: 2 + Karma: 0 = 2 Pool: 7
== Knowledge Skills ==
Base: 0 + Karma: 0 = 0 Pool: 0
Area Knowledge: Seattle (Ork Underground) Base: 3 + Karma: 0 = 3 Pool: 5 (7)
English N
Fashion Base: 1 + Karma: 0 = 1 Pool: 3
Magical Theory Base: 4 + Karma: 0 = 4 Pool: 6
Sioux (Speak) Base: 2 + Karma: 0 = 2 Pool: 4 (6)
== Contacts ==
Talismonger (Talismonger), Ork Underground (CON: 3, LOY: 2)
Troll Street Dealer (Street Vendor), Ork Underground (CON: 2, LOY: 2)
== Qualities ==
Addiction (Mild) (Stimulants)
Focused Concentration (Rating 2)
In Debt V
Magician
Mentor Spirit (Cat)
Perceptive I
Perfect Time
Phobia (Uncommon, Mild) (Large bodies of water (lakes, oceans))
Poor Self Control (Compulsive I, Personal) (Personal Grooming)
Resistance to Pathogens/Toxins
Spirit Bane (Water)
Thermographic Vision
== Spells ==
(Tradition: Sioux, Resist Drain with WIL + INT (12))
Chill DV: F-1
Flame Burst DV: F+1
Heal DV: F-4
Ice Storm DV: F+1
Increase [Attribute] (INT) DV: F-3
Levitate DV: F-2
Magic Fingers DV: F-2
Manascape DV: F-2
Opium Den DV: F-1
Petrify DV: F-2
Physical Mask DV: F-1
Trid Phantasm DV: F
== Lifestyles ==
Ork Underground (Low) 1 months
== Armor ==
Armor Jacket 12
+Chemical Protection 3
+Fire Resistance 3
+Insulation 3
+Nonconductivity 3
Helmet 2
== Weapons ==
Colt Cobra TZ-120
+Concealable Holster
+Extended Clip
+Folding Stock
+Laser Sight
+Personalized Grip
Pool: 4 (6) Accuracy: 6 DV: 7P AP: - RC: 4 (5)
Unarmed Attack
Pool: 2 Accuracy: 4 DV: 3S AP: - RC: 2
== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
== Gear ==
Ammo: Flechette Rounds (Submachine Guns) x100
Ammo: Gel Rounds (Submachine Guns) x50
Ammo: Regular Ammo (Submachine Guns) x50
Betel x9
Contacts Rating 3
+Image Link
+Flare Compensation
+Low Light
Cram x5
Earbuds Rating 3
+Audio Enhancement Rating 2
+Sound Link
Fake SIN (UCAS) Rating 4
+Fake License (Mage License) Rating 4
+Fake License (Automatic Weapons License) Rating 4
Flashlight, Infrared
Glasses Rating 4
+Vision Magnification
+Vision Enhancement Rating 3
Jazz x5
Power Focus (Bonded Foci) Rating 1
Psyche x6
Reagents, per dram x50
Slap Patch, Stim Patch Rating 6
Slap Patch, Stim Patch Rating 4
Slap Patch, Trauma Patch
Spare Clip (Colt Cobra TZ-120) x3
Subvocal Mic
Survival Kit
Trodes[/font]
[/spoiler]
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Char sheet is finished and posted below.
== Info ==
Street Name: Chaim Delgado
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 9
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 6
Nuyen: 1100
== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: B(3) - 20 Attributes
Special: E(0) - Mundane
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: C(2) - 140,000¥
== Attributes ==
BOD: 3
AGI: 5
REA: 3
STR: 2
CHA: 6
INT: 4
LOG: 3
WIL: 3
EDG: 5
== Derived Attributes ==
Essence: 5.25
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10
== Limits ==
Physical: 4
Mental: 5
Social: 9
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Mortimer of London: Berwick Dress [+1] (Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Mortimer of London: Ulysses Coat [+1]
Astral: 9
== Active Skills ==
Animal Handling : 0 Pool: 5
Archery : 0 Pool: 4
Armorer : 0 Pool: 2
Automatics : 0 Pool: 4
Blades : 0 Pool: 4
Clubs : 0 Pool: 4
Computer : 2 Pool: 5
Con : 6 [Fast Talk] Pool: 12 (14)
Cybercombat : 0 Pool: 2
Demolitions : 0 Pool: 2
Disguise : 6 Pool: 10
Diving : 0 Pool: 2
Escape Artist : 0 Pool: 4
Etiquette : 5 [Corporate] Pool: 11 (13)
First Aid : 0 Pool: 2
Forgery : 0 Pool: 2
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 4
Gymnastics : 4 Pool: 9
Hacking : 0 Pool: 2
Hardware : 2 Pool: 5
Heavy Weapons : 0 Pool: 4
Impersonation : 6 Pool: 12
Instruction : 0 Pool: 5
Intimidation : 1 Pool: 7
Leadership : 6 [Direct] Pool: 12 (14)
Longarms : 0 Pool: 4
Navigation : 0 Pool: 3
Negotiation : 4 [Bargaining] Pool: 10 (12)
Palming : 6 Pool: 11
Perception : 5 [Visual] Pool: 9 (11)
Performance : 0 Pool: 5
Pilot Ground Craft : 0 Pool: 2
Pilot Watercraft : 0 Pool: 2
Pistols : 3 [Semi-Automatics] Pool: 8 (10)
Running : 4 Pool: 6
Sneaking : 6 Pool: 11
Survival : 0 Pool: 2
Swimming : 4 Pool: 6
Throwing Weapons : 0 Pool: 4
Tracking : 0 Pool: 3
Unarmed Combat : 4 [Cyber Implants] Pool: 10 (12)
== Knowledge Skills ==
Area Knowledge: Seattle : 6 Pool: 10
Bars and Clubs : 2 Pool: 6
English : 0 Pool: 0
Fashion : 3 Pool: 7
Gangs : 3 [ID] Pool: 7 (9)
Hebrew : 4 Pool: 7
Politics : 2 Pool: 5
Spanish : 0 Pool: 0
Sprawl Life : 2 Pool: 6
Syndicates : 2 Pool: 6
== Contacts ==
Castille; Puyallup; Ganger (2, 1)
M. B. Carter; Downtown; Journalist (2, 1)
Meaghan Delayne; Downtown; Bartender (3, 2)
Suzette Ormann; Redmond; Fixer (5, 2)
== Qualities ==
Bilingual
College Education.RF
Consummate Professional
Did You Just Call Me Dumb?
Quick Healer
Records on File (Aztechnology)
School of Hard Knocks
Social Stress
Too Pretty To Hit
Wanted (Aztechnology)
== Lifestyles ==
Low 1 months
== Cyberware/Bioware ==
Reflex Recorder (Skill) (Unarmed Combat)
Shock Hand
Tailored Pheromones Rating 2
== Armor ==
Armor Vest 9
Chameleon Suit 9
+Auto-Injector
+Fire Resistance 3
+Nonconductivity 3
+Flashlight, Low-light
Custom Ballistic Mask 2
+Audio Enhancement Rating 1
+Flare Compensation
+Gas Mask
+Image Link
+Vision Magnification
Mortimer of London: Berwick Dress 8
+Concealability
+Custom Fit
Mortimer of London: Berwick Suit 9
+Custom Fit
Mortimer of London: Ulysses Coat 3
+Concealability
+Custom Fit (Stack)
+Electrochromic Clothing
+Fire Resistance 3
+Nonconductivity 3
== Weapons ==
Ares Light Fire 75
+Hidden Gun Arm Slide
+Silencer, Ares Light Fire 70
+Smartgun System, Internal
+Spare Clip
Pool: 8 (10) Accuracy: 8 DV: 6P AP: - RC: 2
Savalette Guardian
+Concealed Quick-Draw Holster
+Smartgun System, Internal
+Sound Suppressor
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 8 (10) Accuracy: 7 DV: 8P AP: -1 RC: 3
Shock Hand
Pool: 10 (12) Accuracy: 4 DV: 9S(e) AP: -5 RC: 2
Unarmed Attack
Pool: 10 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Ammo: APDS (Light Pistols) x40
Ammo: APDS (Heavy Pistols) x80
Ammo: Capsule Rounds (Light Pistols) x30
+DMSO
+Narcoject
Ammo: Stick-n-Shock (Light Pistols) x30
AR Gloves
Biomonitor
Contacts Rating 2
+Vision Enhancement Rating 1
+Smartlink
Cram x3
Datachip x10
Endoscope
Fake License (Concealed Carry Permit) Rating 4
Fake SIN (Enrique Casada (UCAS)) Rating 4
Gecko Tape Gloves
Jazz x3
Lockpick Set
Long Haul x2
Medkit Rating 3
Micro-Transceiver
Novacoke x5
Slap Patch, Stim Patch Rating 6 x2
Stealth Tags x10
Subvocal Mic
Tool Kit (Disguise Kit)
Trodes
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Alright, Chaim looks good. Still got the light fire 70 silencer on the light fire 75, but no big deal, I'll amend when I compile everyone. I do have one question, how do you pronounce Chaim?
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Alright, Chaim looks good. Still got the light fire 70 silencer on the light fire 75, but no big deal, I'll amend when I compile everyone. I do have one question, how do you pronounce Chaim?
The silencer is the one that Chummer gives to the Light Fire 75. Chummer lists a Lite Fire 75 model silencer, but it costs 750, which is weird bc the 75 comes with a silencer in the base cost. I believe the fluff is saying that the Lite Fire models have their own silencer, which was designed for the 70, but fits on the 75, and Chummer is mistaken.
Chaim is pronounced Hi-em. The H is pretty guttural. This (https://www.youtube.com/watch?v=dZaSnNg_RPE[[i) is pretty close.
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Got it on both counts, thanks!
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Alright, I think everyone has gotten their last bits done on here, so I'll give this as final casting call... Get updates in by Friday if anything comes up, and I'll start the game this weekend. I'll post links to the created threads when ready
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I think I'm probably going to trade the R1 Power Focus for the R4 Sustaining Focus. It requires a bit of nuyen shuffling but nothing drastic.
To have the sustaining focus work for Increase Attribute, I'll have to move Intuition from 5 to 4. I will put the freed attribute point into Agility or Reaction.
I'll post a new file once it's done. I'm working toward a deadline tomorrow so it won't be until late Thursday at the earliest.
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Sorry for the silence, been working to a deadline also. will have the done firday (uk) night latest.
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Looking forward to the game. Thanks for having me.
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Final draft attached. Again, it's a .chum5 file with the extension changed to .txt for uploading purposes.'
...
I just tried to rename and reopen my .chum5 file (after having named it .txt) and it didn't work. So... I'll save as a PDF instead.
...
I might be derping a bit because it's late, but I don't have an option to save to PDF on this machine. So... maybe I'll just describe the changes.
Minus one (1) R1 Power Focus
Minus two (2) karma spent on nuyen
Minus one (1) Hermes Ikon
Minus one (1) dose of Psyche
Minus fifty (50) rounds of flechette ammo
Minus twenty-five (25) reagents
Minus one (1) point of Intuition
Plus one (1) point of Reaction
Plus one (1) R4 Sustaining Focus
Plus one (1) MCT Blue Defender
Plus one (5) doses of Betel
This will all be reflected in the sheet I post in the OOC forums. Let me know if you want me to e-mail you the .chum5 file too.
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OOC thread up
Here (http://forums.shadowruntabletop.com/index.php?topic=24370.0)
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@CraterShip, just a little bit of advice, you may want to put one or two Placeholder posts in the OOC thread before we start posting. That way, if anybody gets geeked or drops out, you can drop the replacement char's sheet in one of those.
Dig the title, btw.
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Thanks for the advice, a couple posts are up already, but no big deal, we live and learn. I'll keep that in mind for future games though
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hi crater
got the character finished but the file is 1KB too big for the server. it mid night here and with all todays excitement is it ok if I retry tomorrow?
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Sure thing, if it's easier you can always link a document from Google drive out wherever
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ok lts try this
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and the back ground an picky I had to take out to make it go
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Looks good, go ahead and drop it in the OOC thread.
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@Nimbasa
Just out of curiosity, why keep 7 karma instead of spending it? Also, what Aikido technique does the character know (you get one included with the style, each technique after that costs 5 Karma)?
It's worth pointing out that Betaware (both full legs and the bone lacing) isn't possible from character generation, as well as the fact that any accessory installed must be the same grade as the limb it is installed in (as per page 451). You also need hydraulic jacks in both legs for them to be effective, and it's currently unresolved if you get a dice pool bonus euqal to Rating or just 1, as is indicated by the text.
Finally, as a general recommendation you probably don't need 4 months of low and 2 months each of middle and high lifestyles; that's 40,000¥ for what is arguably a backstorystory-only benefit (at least for this kind of game), though you do also have 7500¥ left over so maybe money isn't an issue. Not that you can only carry over 5000¥ from character generation, though.
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@Nimbasa
Just out of curiosity, why keep 7 karma instead of spending it? Also, what Aikido technique does the character know (you get one included with the style, each technique after that costs 5 Karma)?
It's worth pointing out that Betaware (both full legs and the bone lacing) isn't possible from character generation, as well as the fact that any accessory installed must be the same grade as the limb it is installed in (as per page 451). You also need hydraulic jacks in both legs for them to be effective, and it's currently unresolved if you get a dice pool bonus euqal to Rating or just 1, as is indicated by the text.
Finally, as a general recommendation you probably don't need 4 months of low and 2 months each of middle and high lifestyles; that's 40,000¥ for what is arguably a backstorystory-only benefit (at least for this kind of game), though you do also have 7500¥ left over so maybe money isn't an issue. Not that you can only carry over 5000¥ from character generation, though.
Aah, thank you for the tips! To be honest this is one of my first characters, not surprised that there's a ton of wonky things in it. I'll get it fixed asap.
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Let's talk this out a bit, mostly because we had precisely zero discussion of Nimbasa's character up until now.
There's a ton of overlap between Nimbasa's character and Herr Brackhaus' PC. Nimbasa has some cyberlegs (that probably could benefit from some Strength and Agility enhancements) with hydraulic jacks, but otherwise has the same skillset as Herr. Perhaps the overlap makes sense if we are a sneaky crew, but I want to make sure CraterShip is comfortable with it and feels like the group can accommodate both.
If we (or, more specifically, CraterShip) decide that some diversification would be in our better interests, then I might point out our current lack of fire support. Again, perhaps this makes sense for a stealth crew, but Herr is our current heavy hitter with about a dozen dice in Automatics. Rednblack and Raiderjoseph both use Pistols, Raider with about 4 dice. I can cast a few spells and summon spirits, but overall we're light on firepower.
Nimbasa mentioned a concept for a Yakuza assassin, which could be interesting and a good fit that also diversifies our skill base somewhat. Alternatively, we could rework Rabbit a bit to emphasize those cyberlegs and jumping, kicking, and parkouring.
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I'm mostly inclined to let people play what they want to. I don't think overlap will necessarily kill the game, but you do bring up a good point that the group is a bit low on fire support. As this is (at least planned) to be a stealthier game, I would discourage going full dakka crazy Rambo firepower, but ultimately it's up to the characters. Also, if memory serves me, we have quite a bit of middling melee abilities, so could directly focus that way as well. If that's the way you want to go, I would also emphasize building up those cyberlegs and focusing on a martial art that further adds to kicking like muay tai or tae kwon do.
If you would rather build out an assassin, I only have one word of caution, as this game is planned to be heavily urbanized, I would suggest staying away from the long range sniper assassin style.
Either way, let us know which way you'd like to go, and we can work it all out together
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CraterShip, cool, thanks for chiming in.
Nimbasa, it looks like you've been an on-again, off-again player for a couple years. Are you open to collaborating on Rabbit to make sure that he's as effective as possible while staying true to your goal?
I'm guessing you used Sum to 10:
A - Attributes
A - Resources
C - Skills
E - Magic
E - Race
I count 28 skill points but no skill groups. Did you spend your skill group points?
You have good Logic and Charisma but only one skill (Intimidation) that's connected to either. You might want to move points from those into something else (like Reaction or Intuition or Willpower) or get some skills for those Attributes. Spending your skill group points on Influence or Biotech might work. I don't think any of us have First Aid yet.
You don't have any skill points in Perception yet. Having skill points in Perception would be awesome.
I'm not an expert in cyberlimbs but one of the others might be able to work with you to get the most out of your cyberlegs.
I think CraterShip's idea of focusing on the cyberlegs and kick attacks sounds fun. The "kick attack" and "flying kick" techniques are some of the better martial arts techniques from Run & Gun. You can get them with tae kwon do. Alternatively, 52 Blocks (for kick attack) might fit with his background, or perhaps Bartitsu if he received some training as a young lad before being snatched away.
You don't currently have any way to boost your initiative. It's not strictly necessary, but having some extra dice gives you more turns to act, which is generally considered to be more fun than having fewer turns to act.
Again, these are just a few ideas off the top of my head. It sounded like you were open to some feedback from Herr Brackhaus. If you'd prefer to keep things as they are, that's great, but I just wanted to make sure that you didn't die an embarrassing death.
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I think i'm gonna start from scratch, I don't want to be stepping on Herr's toes and I agree with what Tecumseh said. I have a few concepts;
Ex-Yakuza Shaman Assassin
- Uses katana/pistol/spirits to fight if he has to.
- Up-close silent killer.
Razorboy Street-sam
- Chromed up arms, also uses small arsenal of guns and blades.
- Can also be stealthy if needed.
I'm leaning more toward the Sam, but i'd like to hear what you guys think.
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I wouldn't say to start over unless you want to. CraterShip is trying to get the game off the ground sooner rather than later so we don't want to delay him unduly.
That said, either concept could help plug some gaps. We don't have any razorboy street sams, so that's something we could use, although (again to CraterShip's point) we'll want him to be stealthy too.
I'm not sure what you had in mind for a shaman assassin, but an adept melee assassin could be pretty sweet, plus none of us are adepts. A guy with a katana weapon focus could be a really good in-close fighter. Something like:
A - Attributes
B - Magic
C - Skills
D - Resources
E - Race
Adept Powers: Improved Reflexes, Critical Strike, Enhanced Accuracy, Traceless Walk, etc.
A mystic adept could potentially work too, maybe if you swap Attributes and Magic. That could round out our utility if you pick spells that I don't already have, although your attributes will be getting spread a little thinly since you'll need both Physical and Mental attributes as high as you can get them (especially if you go with Shaman/Shinto, which are Charisma-based traditions, leaving Logic as pretty much the only attribute you don't need as high as possible).
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I could have a character sheet up by tommorow morning no problem, I know a lot more about chargen now and that could probably help save my sheet from the mistakes I made with Rabbit. In all honesty Rabbit was a character I made a long time ago, back when I was really new to shadowrun. I've only made like one other sheet from him because I didn't really have many other opportunities to play. I kind of want to start fresh, get more acquainted with chummer, and fill in gaps in the crew. I apologize if I'm making things odd, I really appreciate all the help you all have been giving me. I think I'm going to go with your suggestion of the adept assassin, Tecumseh, that could be really cool.
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Sounds good nimbasa, keep us updated as you go and we'll get him in asap.
For everyone, I have created the IC thread, link in the OOC opening post (on phone at the moment or I'd link here as well). The opening should give you an idea of atmosphere for the world, and if you would like to post your initial introduction/rp up to the point that the post end at, you are welcome to, even if your sheet isn't finalized. I will however, require a final sheet before any dice are rolled.
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Coolio, Crater. I'd also like to say that I don't mind doubling up on some abilities; with a crew focused on sneaking two infiltrators could teamwork a lot of things or they could approach from different angles, increasing the chance of success.
Ultimately, I think the most important thing is that people play characters they like and feel good about; team dynamics are easily overcome with some GM discretion; if you've ever played missions with four deckers you'll know that anything is possible :)
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a hem?! my character is an adept
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I stand corrected. Pale Horse is also an adept.
Pale Horse also has a Suzuki Mirage. That means we have 4 of 5 people covered for vehicle transport. If Nimbasa is still working on his new character, it might be nice if he gets a motorcycle too just so none of us have to take a cab. (Or I don't have to sit in someone's lap.) A GMC Bulldog would be wiz but I'm guessing none of us have the resources to dig one up. I certainly don't.
How long do we want to wait for Raiderjoseph? Should we PM him?
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I PMed him already, so I'll see, give him a couple days to see, if no word I can puppet/phase back in if need be
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Hey, I'm not sure what's going on with this thread but I figured it can't hurt to try, so if you need a player I'd love to get back into Shadowrun. It's been like a year and a half since I played and I just feel the itch, ideally I'd like to pick up my existing character (who's done about a dozen runs) but actually playing is more important =p
If you guys are solid and filled up, do you know of any other good places to get an online group going?