Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Mithlas on <04-29-13/1954:21>

Title: Seed of the Sickness - Recruiting [closed]
Post by: Mithlas on <04-29-13/1954:21>
I'm not getting any responses on my thread for running Shadowrun in an original setting (http://forums.shadowrun4.com/index.php?topic=10611.0), but I'd still like to run a game, so now I'm opening up a more traditional Shadowrun-style game. Except for Awakened being common (more than 1 in 20 being some form of Awakened, even if most still aren't any good at it), everything else is the same. I have a lot of events planned meatspace, so an AI character might not be ideal, and I have an optional means to bring in an NPC hacker if nobody has a desire to play as one (the last group I played with asked "do we have to" and by their request I NPC'd the role). Other than that I'm leaving things open to your imagination.

The starting basis (so far as the characters are aware) is a matrix site releasing a lot of classified documents that embarrassed a number of political and managerial positions, leading to a round of resignations and disappearances. Conspiracy nuts are throwing more "the world is about to end in plague and fire", but a certain Johnson has noticed some movement that could be the start of a ripple effect that could throw off a lot of plans and is pulling together a team of lesser-known runners (possibly some new to the shadows, some veterans) to complete the starting job.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-29-13/2022:07>
Creation guidelines?  750 Karma, 4x Charisma in free Contact Karma, 12 Avail or less, Non-standard races permitted?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2032:38>
I'd like to join, since the other game I'm in sort is sort of falling out of the threads, if that's allright.

I have a character or two that might do interesting in this setting.

One is a SURGEd Naga from amazonia raised and trained in captivity by MCT, he is a feathered serpent, psionic "magician" (Psionicist really) with plenty of manipulation and defense spells. I should note that this is a face type character as well.

the other is a SURGEd centaur. but instead of equine it's shaped out like a panther, this one is an adept built around tearing things up.

I could pull up my Hacker if the group needs one though, but ideally I'd like to use my Naga.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-29-13/2054:44>
I have a few characters I could bring to this party:

Chikage - An AI Street Samurai. Trust me, it works.

Sakura - A human miko Mystic Adept.

Tamamo-no-Mae - An AI Face. Again, it works, even in meatspace.

Iceblade - Elven combat mage.

Kusanagi Motoko - Human technomancer

Carrak - Troll tank.

Selena - Elf bow adept

Basilisk - Naga Adept Hacker/Rigger

Neko - Elf Catgirl Face.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Necrogigas on <04-29-13/2058:22>
I have a few characters waiting to be tried out.

Firewhip - A Naga physical adept specializing in close combat and infiltration.

Tinman - A cyberpsychosis suffering Troll tank.

Aces - A gambling addict that's a generalist but has maxed out Edge.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-29-13/2059:09>
I should probably say I'd like to join, too.  I think I would like to play an elf mage/face.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Yun on <04-29-13/2112:13>
I'd like to to offer Moroz, formerly a regular soldier in the Red army and now a freelance mercenary. (Essentially a typical, gun-heavy samurai with a touch of SURGE.)

Or Maria, a Cuban fugitive and Santeria (Voodoo) mage.   
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2115:52>
I've got a few sittin' in my chummer files that I could use depending on the build conventions.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2124:58>
A crack squad of SURGEd sapient meta critters and cyborgs, I like where this ship is sailing!
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2128:28>
A crack squad of SURGEd sapient meta critters and cyborgs, I like where this ship is sailing!

Hmm...and here I was leaning toward the SURGE'd Elf augmented character...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2135:40>
Just as long as you don't use SURGE for point grab. I worked glamour into the equation because my character is supposed to be look like a friggen mayan god.

Edit: I hope that didn't come out patronizing
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-29-13/2138:21>
750 karma to start - karma growth will be faster in the campaign, because I think that growth in the core book is a little slow. Usual limit on availability 12 to start. Metatypes cost karma=BP, metavariants and such are provisionally allowed but should tie into a relevant character concept. Keep in mind that if you choose a non-metahuman that the social and physical difficulties will be fully present - if you're fine with that, I'll see your proposal. For the purposes of character creation, try to keep to the core books (S4A, Arsenal, Augmentation, Runner's Companion, Street Magic, Unwired), though elements can be drawn from supplements like Digital Grimoire (PM if you're curious if you want to use something specific from a different book). Way of the Samurai is a book I don't have, and hence can't check the material, so that will have to stay out.

(Intuition+Logic)*6=bonus points for knowledge/language, (Charisma+Etiquette)*4=bonus points for contacts. Knowledge skills do not need Aptitude to raise above 6.

EDIT: As part of character background, but you might want to take some ranks associated with something your character is an expert in, and whatever you choose to do with can boost your effective application (much like Knowledge is Power example in the other game).

Characters with the Genecrafted quality can pick up Celerity, Hawk Eye, Night Vision, Ogre Stomach, or Thermographic Vision without being SURGE, though the karma costs for those qualities still applies. If you still want to play a SURGE'd character, no problem.

The Astral Sight quality has been changed to reflect the story and particular world of this game, and is available to Awakened and Mundane characters. For Adepts, it will replace the Astral Perception power.
Astral Sight   10 Karma (SM 24*)   Astral Sight grants the ability to perceive into the astral plane. Incompatible with Technomancer.
For non-Awakened characters, treat as if they have a Magic of 1 for necessary skill use. Characters with Astral Sight may perceive into the astral plane just like magicians and may also learn the Assensing and Astral Combat skills. Mundanes are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
   Some metahumans had violent encounters with spirits who attempted to drag them through an Astral Gateway to who-knows-where. Others claim to have encountered a new variety of spirit that is capable of dragging metahumans at least partially into the astral. Some magicians claim that they learned to astrally project due to this unwilling incident. No recognized authority has yet verified - or acknowledged - this claim, but hundreds over the world staunchly believe they have survived an incident like this, and with the exception of a few magicians (who tend to have an unpleasant time anyway when they awaken to astral perception) is the only background shared between those capable of peering into the gloom.

The Astral in this story is heavily inspired by The Twilight (for those who have read the Russian book series, Nightwatch, or seen the movie duology which translates it as "The Gloom"). Things that are solid on the real world leave a similar reflection on the astral - a wooden wall, for instance, would be opaque and impermeable to a low-magic mage or low-force spirit. It takes effort to push oneself deeper into The Twilight (Astral, whatever you wish to call it), and the deeper into the Astral you go the less bound by the same laws of material physics you are and the more The Twilight seems to vary from the material world. Characters with this quality gain one rank in Spirits of the Sixth World, or Astral Threats knowledge free as a result of surviving the experience.


Some qualities don't fit the team being sought: Borrowed Time, Computer Illiterate, Illiterate, Incompetent, Infirm, Pacifist (Total), Quadrapalegic, Uncouth, Uneducated.

Story reasons mean that an event will bring the characters together - unless you want to purchase a secondary lifestyle for out-of-city storage, everybody has 1 month of Medium lifestyle free. The first run will be entirely in-city, but eventually things will move out of the country, so avoid qualities like Home Ground. Contacts can be gained as a consequence of role playing, so I would recommend that any contacts you buy to start are 3 or higher on contacts and loyalty (ratings below that will be easy to find in-play).

Martial arts will be going by the mixed and relatively freeform that I've run in the past:
Martial Arts (Arsenal 158)
Martial arts come with one benefit and an option for one maneuver per rank in the quality purchased, characters can choose to repeat a benefit (ie +1D full dodge in Aikido) and stack the benefit, to the usual 3 times. Maneuvers cost 4 karma each.

Aikido (Judo, Jujutsu): +1D full dodge, +1D full parry, +1D subdue, +1D on attacks to knock down.
Capoeira (Hopak, Kalarl-payattu): +1D melee dodge, +1D gymnastics dodge, +1D on attacks to knock down, +1D Charging attacks.
Escrima (Arnis de Mano, Kali): +1D melee parry, +1D called shots to disarm, inflict normal damage when making called shot to disarm, +1DV with clubs and blunt polearms, +1DV with blades and edged polearms.
Gun-fu (Firefight): +1D melee dodge, Reduce ‘attacker in melee’ modifier by 1, Ready Weapon free action, Take Aim free action.
Karate (Kenpo, Soo Bahk Do): +1D full parry, +1D melee block, +1D called shot to disarm, +1DV unarmed combat.
Wushu (Hwarang-do, Kung Fu): +1D melee block, +1D melee dodge, +1D melee parry, +1DV unarmed combat.
Muay Thai (Kickboxing, Savate): +1D full block, +1D defense against unarmed, +1DV unarmed combat, +1D on attacks to knock down.
Tai Chi Ch’uan (Kiai): +1D full parry, +1D melee block, +1DV astral combat attacks, +1DV attack of will.

Advanced Maneuvers:
Bullet Shield: Prerequisites: Off-hand Training (Shields).
Through extensive training in the use of shields in active defense, the Martial Artist has gained increased ability to intercept and deflect incoming projectiles. When on Full Defense with a Shield, the Martial Artist may parry ranged attacks as they would a melee attack. The Off-Hand Training requirement is not waived for Ambidextrous characters. In order to use this maneuver and attack with a ranged weapon in the other hand, Two Weapon Style must be learned.
Counterstrike: Prerequisites: Riposte
After successfully parrying or blocking a blow, the martial artist’s net hits may be added to his next strike against attacker. Hits may not be saved, or converted from a different attacker.
Takedown: Prerequisites: Sweep, Throw
The Martial Artist has mastered the art of manipulating his opponent's actions and body to the point where he can perform fast, hard takedowns with almost no notice. He may now inflict damage as per Throw (without the actual lateral movement) when entering Subdual Combat, and may initiate Subdual Combat (with Takedown bonus) instead of Throw whenever Throw would be triggered. Both the Martial Artist and the target are considered prone if the maneuver is successful.


EDIT: sorry, forgot about these skills:
Manual Transit, linked attribute Strength. Skill group: Athletics. Sample Specializations: Skateboarding, Mountainbiking, Skating, Bike Racing
   A part of getting around, in the city and elsewhere, since the industrial era, being able to navigate on a bicycle, skateboard, or in-line skates are seen as frivolous to some and a badge of honor to others. Many youth and couriers enjoy the skill due to the ease of entry, and shadowrunners enjoy it due to its legality even in the most restrictive places of the world.
Polearms, linked attribute Agility. Skill group: Close Combat. Sample Specializations: Cudgels and warhammers, Spears and thrusting polearms.
   A staple of combat all the way into the age of gunpowder, weapons like the spear, glaive or naginata, yari, and halberd have defined entire battles. Although often show-pieces in the Sixth World, folding and telescoping have allowed some polearms to return to the streets among gangers as well as runners trying to give themselves a leg up on close-in combat.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-29-13/2139:59>
Modified qualities:
Gearhead   10 Karma (RC 98*)   The Gearhead character is a natural born driver or pilot. From the first time the Gearhead sat behind the wheel/stick/controls of a certain vehicle, it was like putting on a comfortable old suit. She discovered an intuitive understanding of its limitations and its capabilities, and she quickly learned to coax exceptional performances out of the vehicle. During a single scene (duration at the gamemaster’s discretion), a Gearhead can increase the Acceleration of her chosen vehicle by 20 percent, or increase the Handling modifier by +1. She also gets a distinct +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This quality only benefits manual or VR control of the vehicle.
For 10 Karma, the Gearhead is gifted on one type of vehicles (bikes, automobiles, trucks, helicopters); for 20 Karma to a wide variety of vehicle types (wheeled groundcraft, jet and jet-assisted aircraft).

Juryrigger   20 Karma (RC 98*)   This quality gives a character an intuitive grasp of the underlying principles and functioning of all kinds of mechanical and electronic devices, conferring +1D to mechanical repairs or modification. Contingent on success on an appropriate Mechanics Skill Test, this quality allows amazing technical feats with bare minimum gear, sometimes even with substandard tools.

Resistance to Pathogens   10 Karma (S4A 93*)   This character can fight off diseases more easily than other characters and receives a +1 dice pool modifier per rating to Resistance Tests.

Resistance to Toxins   10 Karma (S4A 93*)   This character can fight off toxins and drugs more easily than other characters and receives a +1 dice pool modifier per rating to Resistance Tests.


Adept Powers (mostly reduced cost on a few to improve parity with 'ware and drugs):
Distance Strike (SM 176*)
Cost: 1
This power allows an adept to “transmit” an unarmed physical attack over a short distance to strike a target with concussive force. The power’s range equals the adept’s Magic attribute in meters, and it inflicts damage as normal (this may include the effects of Killing Hands but not Elemental Strike). Though the attack is rolled as a normal unarmed attack (ignoring Reach modifiers), the defender resists the attack as if it were a ranged attack (the defender may just roll Reaction or go on full defense). Cover modifiers apply and the strike is unable to pass through solid objects. Targets on the other side of mana barriers cannot be affected by this power.

Elemental Resistance (Digital Grimoire 17*)
Cost: 0.25
Prerequisite: Mystic Armor
Elemental Resistance enhances the effects of Mystic Armor by granting the full rating of the Mystic Armor Power to the character’s armor value against one elemental attack type (S4A 163, SM 164). The specific elemental effect must be chosen at the time the power is bought, though an adept may take this power more than once to achieve different elemental resistances.

Empath (Original)
Cost: 0.75 per level
Each level increases Charisma by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Creative Eye (Way 15*)
Cost: 0.75 per level
Each level increases Intuition by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Gliding (SM 177*)
Cost: 0.5
This power allows an adept to run up to (Magic) meters across a tangible surface that would normally be unable to hold his weight, such as a fragile tree branch, thin ice, or water. Any attempts to run longer distances require breaking points or landings between uses of Gliding. Any attempt to use this power for acrobatic maneuvers (such as jumping from the surface or performing a Gymnastics dodge) is considered a difficult maneuver, and subtracts 3 dice from the relevant dice pool. Secondary effects of the adept’s motion, such as sound or vibrations, are still noticeable (leaves shake and water ripples) unless the adept also uses the Traceless Walk power.

Improved Ability (S4A 196*)
Cost: 0.5 per level (Combat skill, active group), 0.25 per level (active skill)
This power increases the rating of a specific Combat skill, or an Active skill group (physical, social, technical, or vehicle piloting skills) by 1 per level. A skill’s maximum modified rating equals its base rating * 1.5.

Improved Physical Attribute (S4A 196*)
Cost: 0.5 per level
With this power, you can raise a Physical attribute (Agility, Body, Reaction, or Strength) as a magical augment. Each level increases the attribute by one. Increasing Reaction with this power also affects Initiative. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Improved Reflexes (S4A 196*)
Cost: 1 per level
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 die to Reaction (this also affects Initiative) and 1 extra Initiative Pass. The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with technological or other magical increases to Initiative.

Iron Gut (SM 177*)
Cost: 0.25 per level
This power allows an adept to digest nearly anything and pass it without harm (gamemaster’s discretion). Each level of Iron Gut adds a +1 dice pool modifier for Resistance Tests against ingested toxins, and reduces lifestyle costs by 5%.

Iron Will (SM 177*, Digital Grimoire 18)
Cost: 0.25 per level
Iron Will makes an adept’s mind resistant to external influences. The adept adds the power’s level in bonus dice to resist magical mind control, alteration, illusions cast directly against the adept, and all uses of Intimidation and fear-inducing spells or powers. Iron Will also functions against Mental Manipulation spells, and similar critter and adept powers.

Keen Wits (Way 15*)
Cost: 0.75 per level
Each level increases Logic by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Linguist (SM 177*)
Cost: 0.25
The Linguistics power combines enhanced memorization and mimicry to allow an adept to pick up a new language after minimal exposure—no Karma expenditure or additional test required. After (10 – Magic) hours of contact to the new language in use, the adept makes an Intuition + Logic Test using a threshold as noted on the Linguistics Table (SM 177). If successful, the adept develops the Language skill at Rating 1. Increasing the skill beyond this point receives a discount up to half Intuition (round down) to Karma cost (minimum 1), but the base learning time for the adept is halved.

Living Focus (SM 178*)
Cost: 0.5
Living Focus allows the adept to physiologically adjust his body to channel mana in order to sustain a spell cast solely on him (in effect becoming a metahuman sustaining focus). The magician who cast the spell need not sustain it; this power allows the adept to do so with a little concentration. The Force of the spell sustained in this manner may not exceed the adept’s Magic, and the adept may only sustain one spell at a time. The adept suffers a –2 dice pool modifier for all actions for the duration he sustains the spell.

Magic Sense (SM 178*)
Cost: 0.25
This power grants the adept extra sensitivity to the ebbs and flows of mana in his vicinity. The adept can sense magical activity on the same plane within (Magic*10) meters of his person. This power will detect active foci, spells, mana barriers, dual-natured beings, and mana anomalies; on the astral it will also detect astral forms. Treat this power as the Detect Magic spell (S4A 207), with a Force equal to the adept’s Magic.

Metabolic Control (SM 178*)
Cost: 0.25
This power grants an adept exceptional control over his metabolism, giving him the natural power to reduce the effects associated with extreme wounds by stabilizing and suspending his body’s organic processes. Metabolic Control allows the character to enter a meditative trance state in which bodily processes are slowed, thereby reducing the rate of breathing and bleeding, also limiting his need for food, water, and air. The character’s metabolism is reduced by a factor equal to his Magic (therefore also delaying the effects onset of toxins, poisons, and diseases). For example, a character with Magic 5 will have his metabolism decreased by a factor of 5. While in this state, the character cannot act as normal (though he can break out at any time).
   This power activates automatically if the adept goes into Physical damage overflow (S4A 253), placing the adept’s body into a suspended state. In this case, the adept will only take additional overflow damage at the rate of 1 box per (Body) hours.

Motion Sense (SM 178*)
Cost: 0.25
This power grants the adept a magical sense of minute disturbances in the ambient mana, allowing him to subconsciously detect the motion of objects, people, or animals within (Magic) meters, even when he would be unable to detect them through normal senses such as sight, sound, or smell. The adept makes a Perception + Magic Test with a threshold based on the Motion Sense table. If the target is detected, reduce the dice pool modifiers for visibility or blind fire by 2. This power cannot detect movement through astral barriers.
   Movement   Threshold
   Smaller than a cat   3
   Smaller than average human   2
   Average metahuman   1
   Larger than average metahuman   0

Natural Survivor (Way 15*)
Cost: 0.5 per level
Adepts with this power have an innate knack for adapting to their environment, whether it be by taking on the survival skills of an canny urban Mentor Spirit like Cat or Rat, or through natural link with the elements. Each level applies a +1 bonus when making Navigation, Survival, or Tracking skill checks.

Pain Resistance (S4A 197*)
Cost: 0.25 per level
Pain Resistance allows you to ignore the effects of injury. It does not reduce actual damage, only its effect on you. Subtract your level of Pain Resistance from your current damage before determining your wound modifiers. So, an adept with 3 levels of Pain Resistance does not suffer any modifiers for sustaining up to 3 boxes of damage and suffers a reduced penalty with more significant injuries. Pain Resistance works equally on both the Physical and Stun Condition Monitors.
   Pain Resistance also allows you to resist pain from torture, magic, illness, and so on. Each level adds +1 die to any tests you make to resist pain, such as a Body or Willpower Test against the symptoms of a painful disease, interrogation, torture, and so on.

Penetrating Strike (SM 179*)
Cost: 0.25 per level (maximum 4)
This power allows the adept to channel the force of an unarmed combat attack a short distance forward, thereby bypassing the target’s armor. This power gives the adept’s unarmed strikes a negative AP equal to the Penetrating Strike’s level. This power can be combined with Killing Hands, but not with Aura Blade, Distance Strike, or Elemental Strike due to the extra focus these already require.

Power Swimming (Digital Grimoire 18*)
Cost: 0.5
The adept character with this power moves at home in water and swims with the ease and speed of a marine mammal. This power doubles an adept’s natural swimming rate (S4A 137), doubles the time between fatigue tests for swimming, and each hit on a Swimming Test adds 2 meters instead of 1 to the swimming rate.

Quick Draw (SM 179*)
Cost: 0.5
The adept may use the Quick Draw rules (S4A 147) to draw any weapon of Reach 2 or less, not just pistols. An adept may draw and use a single melee weapon, missile weapon, throwing weapon, or firearm in one action, and need not spend two actions to draw and ready the weapon and then attack: drawing and readying occur in the action used for the Attack Test. If attacking with the weapon requires a Complex Action, the adept may still draw and attack in a single Action Phase. If attacking with a weapon that requires only a Simple Action to use, the adept may draw and make two attacks in a single Action Phase. The adept must succeed in an appropriate weapon skill + Reaction (2) Test to Quick Draw.

Rooting (SM 179*)
Cost: 0.25 per level
By taking a Simple Action, an adept with the Rooting power can become an immovable object. Each level adds a +1 modifier to Body solely for checking for knockdown (S4A 161) and also adds a +1 dice pool modifier to any tests to resist being knocked down, thrown, levitated, or otherwise moved against his will. While rooted, the character cannot move at all from where he stands, but reduces recoil by 1. He may otherwise act normally with his arms and upper body (including making attacks) but may not dodge and suffers a –3 dice pool modifier to combat parries and blocks. The power’s effect can be cancelled with just a thought.

Smashing Blow (SM 179*)
Cost: 0.5
An adept with this power may focus his magic to break through obstacles. Multiply his base DV by 2 when performing an unarmed or melee strike on a barrier or other static structure (S4A 166).

Sliding (3rd party original*)
Cost: 0.125 per level
The ability enables the adept to slide on almost any ground like it was slick ice. For each level, the adept can slide 1 meter, up to a maximum of 8 meters. The adept must accelerate first by running, jumping, or any other form of movement, and can't change direction mid-slide. Distance slid is added to effective movement rate for that combat turn, though standing back up still takes an action.
   Adepts with this power can also somewhat flatten her body, making it thin enough to do things like sliding beneath trucks without losing her forehead. For every 2 levels of Sliding, add one die to tests to squeeze in or out of tight spaces.

Sorcerous Parry (Way 15*)
Cost: 0.25 per level
Mystic Adepts with this power are experts at snuffing out enemy spells with tremendous ease. It increases the rating of the Counterspelling skill by 1 per level. The maximum modified rating equals the base rating * 1.5, rounded up.

Spell Resistance (S4A 197*)
Cost: 0.25 per level
You possess an inherent resistance to sorcery. Add 1 die per level of this power to all your Resistance Tests against spells. Spell Resistance does not interfere with spells that you actively choose not to resist. The only critter power this protects you from is the Innate Spell power (and critters using Spellcasting of course).

Street Monkey (Original)
Cost: 0.5 per level
These adepts are preternaturally skilled in the use and maintenance of their vehicles of choice. They also have an uncannily sharp ear for information relating to their family of vehicles and are quicker to pick up related skill and trivia, granting +1 per level to learn the relevant skills, and reducing the karma cost of relevant knowledge skills by Street Monkey’s level (minimum cost 1). Street Monkeys receive a +1 each level to Pilot Groundcraft, Automotive Mechanics, and the immediately relevant knowledge skills for their hardware, up to the usual 1.5*base skill.
   Sky Monkeys receive a bonus in Pilot Aircraft and Aeronautic Mechanics, Sea Monkeys in Pilot Watercraft and Nautical Mechanics.

Urban Survivor (Way 15*)
Cost: 0.5 per level
Adepts with this power have an innate knack for adapting to their environment, whether it be by taking on the survival skills of an canny urban Mentor Spirit like Cat or Rat, or through natural link with the elements. Each level applies a +1 bonus when making Shadowing, Survival, or Street Knowledge skill checks.

Wall Running (SM 180*)
Cost: 0.5
This power allows the adept to run up sheer walls or other vertical surfaces. The adept makes a Strength + Running Test, with hits indicating the number of meters he may climb. Attempts to run up longer distances require stops or landings and additional uses of Wall Running. Any move that requires a Gymnastics Test (such as jumping from one wall to another) performed while using this power suffers a –2 dice pool modifier. Secondary effects of the adept’s motion still occur, such as resulting sound or tracks, unless combined with the Traceless Walk power.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2143:11>
I think Hawk Eye and Night Vision are ones that anyone can take anyway.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2144:29>
hrm, I think I'll have to stick with my naga then, unless we're low on savage, I think my panthertaur is uneducated, but the Naga bought that off. I'll roconfiddle him a bit to work with the character creation parameters better.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-29-13/2150:34>
I'm pretty slow at actually making my character.  Is this a race to post a finished character or does it help that I was the first to respond?   :-[  I could throw together a haphazard character, I guess... but then I wouldn't be too happy with it.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-29-13/2151:40>
I'll work up Chikage for karmagen. Never done that before, so this'll be fun. Are you allowing Rigger 4? Because I was going to use the Nadeshiko for this.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-29-13/2152:45>
I'll work up Chikage for karmagen. Never done that before, so this'll be fun. Are you allowing Rigger 4? Because I was going to use the Nadeshiko for this.
I hope the answer is yes.  Since I saw that book and your idea for the AI sammy, I've wanted to see it in action.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-29-13/2212:19>
I have a few characters I could bring to this party:
Chikage - An AI Street Samurai. Trust me, it works.

Sakura - A human miko Mystic Adept.

Tamamo-no-Mae - An AI Face. Again, it works, even in meatspace.

Iceblade - Elven combat mage.

Selena - Elf bow adept
Any of your ideas sound interesting - though I presume that the AI concepts would operate primarily out of a drone, probably humanoid? Most of this game will be meatspace, which is why I noted leaning away from AI.

I think Hawk Eye and Night Vision are ones that anyone can take anyway.
Normally maybe, but the reasoning for them now being either SURGE'd or genengineered is related to one of the plots (as well as adding a dose of science/explanation to the qualities). It's not like it's expensive to grab them through equipment, if that's all you're concerned about. Genecrafted doesn't necessarily come with SINer or Records On File, due to off-the-book companies bringing experimentation to the world stage.

I'll work up Chikage for karmagen. Never done that before, so this'll be fun. Are you allowing Rigger 4? Because I was going to use the Nadeshiko for this.
Minus the mimic mod, I don't see a problem with it. You could also get a humanform Evo Orderly with some modifications to remove a few of its limiters - I thought it was directly inspired by a Korean nursing aide robot, and would interpret that as being a humanoid if obvious drone, if that's what you're looking for.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2214:29>
Here's my Naga, variously known as Nidhogg or Kukulkan. The only real difference is that he has 1 point of karma left over from character gen to spend on nuyen, so I'll buy some essentials with it.


== Info ==
Street Name: Nidhogg
Name: Aaliyah
Movement: 5/20, Swim: 8/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Naga Male
Composure: 11
Judge Intentions: 11
Lift/Carry: 10 (75 kg/50 kg)
Memory: 10
Nuyen: 10

== Attributes ==
BOD: 5
AGI: 3
REA: 5
STR: 5
CHA: 6
INT: 5
LOG: 5
WIL: 5
EDG: 1
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                10
IP:                        1
Astral Initiative:         10
Astral IP:                 3
Matrix Initiative:         5
Matrix IP:                 1
Physical Damage Track:     11
Stun Damage Track:         11

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Animal Training            : 0                      Pool: 4
Archery                    : 0                      Pool: 2
Armorer                    : 0                      Pool: 4
Artisan                    : 1                      Pool: 6
Assensing                  : 4 [Psychometry]        Pool: 9 (11)
Automatics                 : 0                      Pool: 2
Blades                     : 0                      Pool: 2
Climbing                   : 0                      Pool: 4
Clubs                      : 0                      Pool: 2
Computer                   : 0                      Pool: 4
Con                        : 4                      Pool: 13
Counterspelling            : 1 [Combat]             Pool: 8 (10)
Cybercombat                : 0                      Pool: 4
Data Search                : 0                      Pool: 4
Demolitions                : 0                      Pool: 4
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 4
Dodge                      : 1 [Ranged Combat]      Pool: 6 (8)
Escape Artist              : 0                      Pool: 2
Etiquette                  : 4                      Pool: 13
First Aid                  : 0                      Pool: 4
Flight                     : 0                      Pool: 4
Forgery                    : 0                      Pool: 2
Gunnery                    : 0                      Pool: 2
Gymnastics                 : 0                      Pool: 2
Hacking                    : 0                      Pool: 4
Heavy Weapons              : 0                      Pool: 2
Infiltration               : 0                      Pool: 2
Instruction                : 0                      Pool: 5
Intimidation               : 0                      Pool: 5
Leadership                 : 4                      Pool: 13
Leadership, Command        : 4                      Pool: 12
Leadership, Direct Fire    : 4                      Pool: 12
Locksmith                  : 0                      Pool: 2
Longarms                   : 0                      Pool: 2
Navigation                 : 0                      Pool: 4
Negotiation                : 4                      Pool: 13
Palming                    : 0                      Pool: 2
Parachuting                : 0                      Pool: 4
Perception                 : 3 [Scent]              Pool: 8 (10)
Pilot Ground Craft         : 0                      Pool: 4
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 0                      Pool: 2
Riding                     : 0                      Pool: 4
Running                    : 0                      Pool: 4
Shadowing                  : 0                      Pool: 4
Spellcasting               : 6 [Manipulation]       Pool: 13 (15)
Summoning                  : 1                      Pool: 8
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 4
Throwing Weapons           : 0                      Pool: 2
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 2 [Subdual Combat]     Pool: 5 (7)

== Knowledge Skills ==

== Qualities ==
Changeling (Class III SURGE)
Distinctive Style
Extravagant Eyes
Feathers
Flashbacks (Common) (GM Discretion)
Glamour
Magician
Mania/Phobia (Uncommon, Mild) (Phobia of Snakes)
Nocturnal
Records on File (Mitsuhama Computer Technologies)
SINner (Standard) (Evo)
Thermal Sensitivity

== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (10))
Alter Memory               DV: (F÷2)+2
Control Thoughts           DV: (F÷2)+2
Deflection                 DV: (F÷2)+1
Hot Potato                 DV: (F÷2)-1
Increase Reflexes          DV: (F÷2)+2
Influence                  DV: (F÷2)+1
Magic Fingers              DV: (F÷2)+1
Mana Bind                  DV: (F÷2)
Mob Mood                   DV: (F÷2)+2
Net                        DV: (F÷2)+3
Orgasm                     DV: (F÷2)-2
Orgy                       DV: (F÷2)

== Critter Powers ==
Armor (Ballistic) (2)
Armor (Impact) (3)
Dual Natured
Guard
Natural Weapon (Bite: DV (STR/2)P, AP 0)
Sapience
Venom

== Lifestyles ==
Street  1 months

== Weapons ==
Unarmed Attack
   Pool: 5   DV: 3S   AP: -   RC: 0
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2216:03>
I think Hawk Eye and Night Vision are ones that anyone can take anyway.
Normally maybe, but the reasoning for them now being either SURGE'd or genengineered is related to one of the plots (as well as adding a dose of science/explanation to the qualities). It's not like it's expensive to grab them through equipment, if that's all you're concerned about. Genecrafted doesn't necessarily come with SINer or Records On File, due to off-the-book companies bringing experimentation to the world stage.

Mainly said anything on that because the original mention just made it sound like you thought they were SURGE qualities rather than changing something...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-29-13/2225:30>
I am interested, just haven't had time to review the creation rules yet.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-29-13/2228:13>
I'll work up Chikage for karmagen. Never done that before, so this'll be fun. Are you allowing Rigger 4? Because I was going to use the Nadeshiko for this.
Minus the mimic mod, I don't see a problem with it. You could also get a humanform Evo Orderly with some modifications to remove a few of its limiters - I thought it was directly inspired by a Korean nursing aide robot, and would interpret that as being a humanoid if obvious drone, if that's what you're looking for.
Um, what's wrong with the mimic mod? Because I was going to bump that up to Mimic 3. The whole point of the Nadeshiko is that it is a human-looking anthroform drone. Obvious drone is the exact opposite of what I'm going for.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-29-13/2258:27>
Um, what's wrong with the mimic mod? Because I was going to bump that up to Mimic 3. The whole point of the Nadeshiko is that it is a human-looking anthroform drone. Obvious drone is the exact opposite of what I'm going for.
Took me a while to find Mimic - my printing of Arsenal doesn't have it except for the paragraph on page 139, and my understanding was that it was 14F or something like that availability. Assuming the errata thread on this forum is correct, Mimic Rating 3 would only be availability 9.

With all of the cyborg-izing going on in various parts, walking around looking like you've got cyberlimbs wouldn't necessarily be that hard. A drone would have the same susceptibility to metal detectors, though drones have a significant advantage in their ability to shrug off damage and its effects, granting them a degree of utility, power, and resistance that few other combinations have. What exactly is the concept? I could take a look at a PM on whatever you've got drawn up already if it's already as you want to play it, and see if that's something that fits.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-29-13/2314:59>
Basically, I gave the drone Mimic 3, and a frame upgrade, to make it look like Nadja Daviar. Why? Because the idea of a drone Daviar-clone street samurai makes me smile. Also, the drone's history is that it was a former... relaxation aid that Chikage 'liberated'.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2318:39>
Basically, I gave the drone Mimic 3, and a frame upgrade, to make it look like Nadja Daviar. Why? Because the idea of a drone Daviar-clone street samurai makes me smile. Also, the drone's history is that it was a former... relaxation aid that Chikage 'liberated'.

So...a sex-bot...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-29-13/2323:03>
Basically, I gave the drone Mimic 3, and a frame upgrade, to make it look like Nadja Daviar. Why? Because the idea of a drone Daviar-clone street samurai makes me smile. Also, the drone's history is that it was a former... relaxation aid that Chikage 'liberated'.

So...a sex-bot...
Modified into a combat drone, yes. Last time I tried it, it ended up being a drone that cost over 180K, including autosofts.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-29-13/2323:46>
Basically, I gave the drone Mimic 3, and a frame upgrade, to make it look like Nadja Daviar. Why? Because the idea of a drone Daviar-clone street samurai makes me smile. Also, the drone's history is that it was a former... relaxation aid that Chikage 'liberated'.

So...a sex-bot...

So, drone Molly Millions.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-29-13/2330:11>
Oh good, my Naga bargains in blowjobs, we'll get along great.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-29-13/2341:17>
Character I'm working on 'bargains' with a shiv to the kidney :P
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/0009:11>
Where abouts in the world are we starting?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/0015:02>
So, some character ideas - not sure what would be most appropriate to the campaign you have planned - either way, I'd have to rebuild to karmagen:

Scythe - ex-merc ork combat druid, specializing in combat and health spells with training in heavy weapons.
Rooker - gunslinging houngan out of New Orleans
Frost - Warrior's Way adept with an emphasis on subtle, go-anywhere methods; unarmed combat, improvised throwing weapons...
Nitro - rigger from the American south with a talent for juryrigging (could be built to cross over into hacking)
Echo - gnome chaos mage with a focus in manipulation spells, former academic

I could easily come up with some other ideas as well, this is just the ones I've previously developed to have ready.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/0030:56>
I took the Anarchist Black Cross and the White Resistance as group contacts, I hope they will come in handy or synergies.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/0124:50>
I got to about 90%,and then my wife dragged me out for lunch and shopping. I hope the group isn't requiring super optimization, because I'm fielding a mage gave with at best 14 dice in his strengths. This is my first non-possession mage, so I'm worried that he is weak. I'll be more than happy to consider any feedback once I get him posted.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/0130:19>
Sent a proposed character to GM for perusal.

Slightly modified, but basic gist.
Code: [Select]
== Info ==
Street Name: Sidhe
Name: Siobhan Beckman
Movement: 15/37, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Female Age 26
Height 5'8" Weight 135 lbs.
Composure: 7
Judge Intentions: 8
Lift/Carry: 10 (75 kg/50 kg)
Memory: 6
Nuyen: 0

== Attributes ==
BOD: 5
AGI: 8 (12)
REA: 3 (5)
STR: 3 (5)
CHA: 4
INT: 4
LOG: 3
WIL: 3
EDG: 3

== Derived Attributes ==
Essence:                   1.6
Initiative:                7 (9)
IP:                        1 (3)
Matrix Initiative:         8
Matrix IP:                 1
Physical Damage Track:     11
Stun Damage Track:         10

== Active Skills ==
Blades                     : 4 [Knives]             Pool: 16 (18)
Climbing                   : 1                      Pool: 8
Con                        : 3 [Fast Talk]          Pool: 10 (12)
Disguise                   : 3                      Pool: 7
Etiquette                  : 3                      Pool: 10
Flight                     : 1                      Pool: 8
Gymnastics                 : 1                      Pool: 15
Hardware                   : 4 [Maglocks]           Pool: 7 (9)
Infiltration               : 3                      Pool: 15
Longarms                   : 4 [Sniper Rifles]      Pool: 16 (18)
Palming                    : 3                      Pool: 15
Perception                 : 3                      Pool: 10
Pilot Ground Craft         : 1 [Wheeled]            Pool: 6 (8)
Pistols                    : 4 [Semi-Automatics]    Pool: 16 (18)
Running                    : 1                      Pool: 8
Shadowing                  : 3                      Pool: 7
Swimming                   : 1                      Pool: 8

== Knowledge Skills ==
Combat Tactics             : 4                      Pool: 7
English                    : 6                      Pool: 10
Japanese                   : 4                      Pool: 8
Music                      : 3                      Pool: 7
Security Tactics           : 4                      Pool: 7
Sperethiel                 : N                      Pool: 0

== Contacts ==
"Snake" - Ork Cabbie (1, 3)
Alyson Lithari - Human Smuggler (4, 4)
Jacob Groen - Dwarf Surgeon (4, 3)
Sean McFionn - Elven Fixer (6, 3)

== Qualities ==
Celerity
Changeling (Class III SURGE)
Distinctive Style
Dynamic Coloration
Extravagant Eyes
<<Hidden, GM is Aware>>
Low-Light Vision
Metagenetic Improvement (AGI)
Nano Intolerance
Records on File (Tir na Nog)
Restricted Gear (Rating 3)
SINner (Standard) (Siobhan Beckman)
Weak Immune System

== Lifestyles ==
House in Tacoma  4 months
   Comforts:      High
   Entertainment: High
   Necessities:   High
   Neighborhood:  Low
   Security:      High
   Qualities:     Network Bottleneck [-1LP]
                  No Privacy, Astral (Rating 3) [-3LP]
                  This Isn't Big Bob's Autos [-1LP]

== Cyberware/Bioware ==
Attention Coprocessor Rating 3
Datajack
Muscle Augmentation Rating 2
Muscle Toner Rating 4
Synthacardium Rating 2
Tailored Pheromones Rating 3
Wired Reflexes Rating 2

== Armor ==
Ballistic Mask            2/1
   +Ruthenium Polymer Coating
Chameleon Suit            6/4
   +Thermal Damping 6
Clothing ("Long Dark Coat")                   0/0
   +Nonconductivity 6
   +Ruthenium Polymer Coating
SecureTech PPP Armor (Ensemble)2/4

== Weapons ==
Ceramic Knife
   +Chameleon Coating
   +Personalized Grip, Melee
   Pool: 17 (19)   DV: 4P   AP: -   RC: 0
Ceramic Knife
   +Chameleon Coating
   +Personalized Grip, Melee
   Pool: 17 (19)   DV: 4P   AP: -   RC: 0
HK Urban Fighter
   +Concealable Holster
   +Smartgun System
   Pool: 18 (20)   DV: 5P   AP: -1   RC: 0
Terracotta Arms AM-47
   +Bipod
   +Imaging Scope
   +Barrel Extension
   +High-Power Chambering
   +Safe Target System
   +Smartgun System
   +Underbarrel Weight
   Pool: 18 (20)   DV: 9P   AP: -3   RC: 3
Unarmed Attack
   Pool: 11   DV: 3S   AP: -   RC: 0

== Commlink ==
Renraku Sensei (2, 2, 2, 4)
   +Renraku Ichi
   +Subvocal Microphone
Transys Avalon (4, 4, 4, 4)
   +Novatech Navi [Firewall 4]
   +Subvocal Microphone
   +AR Gloves
   +Analyze Rating 6 [Copy Protection 6, Ergonomic, Optimization 2, Registration]
   +Encrypt Rating 6 [Copy Protection 6, Ergonomic, Optimization 2, Registration]
   +Data Bomb Rating 5 [Copy Protection 5, Optimization 1, Registration]

== Gear ==
Autopicker Rating 6
Chisel
Contact Lenses Rating 3
   +Flare Compensation
   +Vision Enhancement Rating 3
Earbuds Rating 2
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 3
Glasses Rating 2
   +Smartlink
   +Vision Magnification
   +Skinlink
Maglock Passkey Rating 4
Maglock Sequencer Rating 4
Spare Clip (Terracotta Arms AM-47) x5
   +Ammo: EX-Explosive Rounds (Sniper Rifles)
Spare Clip (HK Urban Fighter) x5
   +Ammo: Stick-n-Shock (Heavy Pistols)
Spare Clip (HK Urban Fighter) x5
   +Ammo: Regular Ammo (Heavy Pistols)
Spare Clip (HK Urban Fighter) x2
   +Ammo: Tracker Rounds, Stealth Tag (Heavy Pistols)
Stealth Tags x500
Wire Clippers

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Vehicle Sensor
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/0223:41>
All I did was update the contacts and gear, I'm putting it up here so everyone can look it over if they want, unless the GM says otherwise I'm feeling pretty solid on the character, it's just the very minimal gear and contacts I'm wondering about. Maybe we can get some meshing along those lines.

== Info ==
Street Name: Nidhogg, Kukulkan
Name: Aaliyah
Movement: 5/20, Swim: 8/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Naga Male Age not very.
Height 9.1 M Weight 220 Kg
Composure: 11
Judge Intentions: 11
Lift/Carry: 10 (75 kg/50 kg)
Memory: 10
Nuyen: 0

== Attributes ==
BOD: 5
AGI: 3
REA: 5
STR: 5
CHA: 6
INT: 5
LOG: 5
WIL: 5
EDG: 1
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                10
IP:                        1
Astral Initiative:         10
Astral IP:                 3
Matrix Initiative:         5
Matrix IP:                 1
Physical Damage Track:     11
Stun Damage Track:         11

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Animal Training            : 0                      Pool: 4
Archery                    : 0                      Pool: 2
Armorer                    : 0                      Pool: 4
Artisan                    : 1 [Synthlink]          Pool: 6 (8)
Assensing                  : 3 [Psychometry]        Pool: 8 (10)
Automatics                 : 0                      Pool: 2
Blades                     : 0                      Pool: 2
Climbing                   : 0                      Pool: 4
Clubs                      : 0                      Pool: 2
Computer                   : 0                      Pool: 4
Con                        : 4                      Pool: 13
Counterspelling            : 1 [Combat]             Pool: 8 (10)
Cybercombat                : 0                      Pool: 4
Data Search                : 0                      Pool: 4
Demolitions                : 0                      Pool: 4
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 4
Dodge                      : 1 [Ranged Combat]      Pool: 6 (8)
Escape Artist              : 0                      Pool: 2
Etiquette                  : 4                      Pool: 13
First Aid                  : 0                      Pool: 4
Flight                     : 0                      Pool: 4
Forgery                    : 0                      Pool: 2
Gunnery                    : 0                      Pool: 2
Gymnastics                 : 0                      Pool: 2
Hacking                    : 0                      Pool: 4
Heavy Weapons              : 0                      Pool: 2
Infiltration               : 0                      Pool: 2
Instruction                : 0                      Pool: 5
Intimidation               : 0                      Pool: 5
Leadership                 : 4                      Pool: 13
Leadership, Command        : 4                      Pool: 12
Leadership, Direct Fire    : 4                      Pool: 12
Locksmith                  : 0                      Pool: 2
Longarms                   : 0                      Pool: 2
Navigation                 : 0                      Pool: 4
Negotiation                : 4                      Pool: 13
Palming                    : 0                      Pool: 2
Parachuting                : 0                      Pool: 4
Perception                 : 3 [Scent]              Pool: 8 (10)
Pilot Ground Craft         : 0                      Pool: 4
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 0                      Pool: 2
Riding                     : 0                      Pool: 4
Running                    : 0                      Pool: 4
Shadowing                  : 0                      Pool: 4
Spellcasting               : 6 [Manipulation]       Pool: 13 (15)
Summoning                  : 2 [Spirit of Man]      Pool: 9 (11)
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 4
Throwing Weapons           : 0                      Pool: 2
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 2 [Subdual Combat]     Pool: 5 (7)

== Knowledge Skills ==
Chinese                    : 4                      Pool: 9
English                    : 4                      Pool: 9
French                     : 4                      Pool: 9
Japanese                   : 4                      Pool: 9
Music                      : 6 [NeoClassical]       Pool: 11 (13)
Portuguese                 : N                      Pool: 0
Russian                    : 4                      Pool: 9
Spanish                    : 4                      Pool: 9

== Contacts ==
Anarchist Black Cross (6 (14), 4)

== Qualities ==
Changeling (Class III SURGE)
Distinctive Style
Extravagant Eyes
Feathers
Flashbacks (Common) (GM Discretion)
Glamour
Magician
Mania/Phobia (Uncommon, Mild) (Phobia of Snakes)
Nocturnal
Records on File (Mitsuhama Computer Technologies)
SINner (Standard) (Evo)
Thermal Sensitivity

== Spells ==
(Tradition: Psionic, Resist Drain with WIL + INT (10))
Alter Memory               DV: (F÷2)+2
Control Thoughts           DV: (F÷2)+2
Deflection                 DV: (F÷2)+1
Hot Potato                 DV: (F÷2)-1
Increase Reflexes          DV: (F÷2)+2
Influence                  DV: (F÷2)+1
Magic Fingers              DV: (F÷2)+1
Mana Bind                  DV: (F÷2)
Mob Mood                   DV: (F÷2)+2
Net                        DV: (F÷2)+3
Orgasm                     DV: (F÷2)-2
Orgy                       DV: (F÷2)

== Critter Powers ==
Armor (Ballistic) (2)
Armor (Impact) (3)
Dual Natured
Guard
Natural Weapon (Bite: DV (STR/2)P, AP 0)
Sapience
Venom

== Lifestyles ==
Middle  1 months

== Weapons ==
Unarmed Attack
   Pool: 5   DV: 3S   AP: -   RC: 0

== Commlink ==
Custom Commlink (0, 2, 2, 2)
   +Custom Commlink OS [Firewall 2, System 2]
   +Encrypt (Hacked) Rating 2
   +Browse (Hacked) Rating 2
   +Analyze (Hacked) Rating 2
   +Edit (Hacked) Rating 2
   +Purge (Hacked) Rating 2
   +IC (Hacked) Rating 2

== Gear ==
Body Paint x5
Camera, Micro Rating 1
Certified Credstick, Standard x4
Contact Lenses Rating 1
   +Image Link
Headphones Rating 1
Microphone, Micro Rating 1
Nanopaste Trodes
Subvocal Microphone
Virtual Surround Music (Hacked) x50

== Description ==
A brilliant albino naga sporting long white feathers and soft down feathers, and unnatural red eyes, though these are not characteristic of most naturally occuring albinos the rare few albino nagas do sport them.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/0536:22>
And here we have Nitro reworked as a Dronomancer - still need to detail contacts and write up a background/description.


== Info ==
Street Name: Nitro
Name: Unnamed Character
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork
Composure: 7
Judge Intentions: 9
Lift/Carry: 10 (75 kg/50 kg)
Memory: 7
Nuyen: 0

== Attributes ==
BOD: 5
AGI: 3
REA: 3
STR: 5
CHA: 4
INT: 5
LOG: 4
WIL: 3
EDG: 2
RES: 6

== Derived Attributes ==
Essence:                   6
Initiative:                8
IP:                        1
Matrix Initiative:         11
Matrix IP:                 3
Physical Damage Track:     11
Stun Damage Track:         10

== Active Skills ==
Armorer                    : 1                      Pool: 8
Automatics                 : 4 [Battle Rifles]      Pool: 7 (9)
Automotive Mechanic        : 1                      Pool: 8
Climbing                   : 1                      Pool: 6
Compiling                  : 4 [Machine]            Pool: 10 (12)
Computer                   : 1                      Pool: 8
Cybercombat                : 1                      Pool: 8
Data Search                : 1                      Pool: 8
Decompiling                : 1                      Pool: 7
Disguise                   : 1                      Pool: 6
Electronic Warfare         : 1                      Pool: 8
Etiquette                  : 1                      Pool: 5
First Aid                  : 1                      Pool: 8
Gunnery                    : 6                      Pool: 9
Hacking                    : 4                      Pool: 11
Hardware                   : 1                      Pool: 8
Industrial Mechanic        : 1                      Pool: 8
Perception                 : 1                      Pool: 6
Pilot Aircraft             : 1                      Pool: 4
Pilot Anthroform           : 1                      Pool: 4
Pilot Ground Craft         : 1 [Wheeled]            Pool: 4 (6)
Pilot Watercraft           : 1                      Pool: 4
Registering                : 4                      Pool: 10
Running                    : 1                      Pool: 6
Shadowing                  : 1                      Pool: 6
Software                   : 4 [Threading]          Pool: 11 (13)

== Knowledge Skills ==
Alcohol                    : 1                      Pool: 6
Data Havens                : 1 [Western Europe]     Pool: 6 (8)
Engineering                : 2 [Mechanical]         Pool: 9 (11)
English                    : N                      Pool: 0
Firearms                   : 2 [Modification]       Pool: 9 (11)
Japanese                   : 1                      Pool: 6
Matrix Phenomena           : 6                      Pool: 13
Or'zet                     : 1                      Pool: 6
Security Tactics           : 2                      Pool: 9
Sioux                      : 1                      Pool: 6
Spanish                    : 1                      Pool: 6
Street Racing              : 3                      Pool: 8
Vehicles                   : 2 [Modification]       Pool: 9 (11)

== Contacts ==
(3, 5)
(3, 3)
(2, 4)

== Qualities ==
Allergy (Uncommon, Mild) (Gold)
Juryrigger
Low-Light Vision
Mania/Phobia (Uncommon, Mild) (Tinkering with novel devices)
Poor Self Control (Thrill Seeker)
Sensitive System
SINner (Standard)
Technomancer

== Complex Forms ==
(Tradition: Dronomancers, Resist Fading with INT + RES (11))
Command Rating: 6
Disarm Rating: 3
Encrypt Rating: 3
Exploit Rating: 6
Scan Rating: 3
Shield Rating: 3
Spoof Rating: 3
Stealth Rating: 6

== Lifestyles ==
Middle  1 months

== Armor ==
Ballistic Mask            2/1
Form-Fitting Full-Body Suit6/2
   +Biomonitor
   +Nonconductivity 6
Lined Coat                6/4
   +AR Enhanced
   +Color Changing
   +YNT SoftWeave
SecureTech PPP Armor (Ensemble with Helmet)2/6

== Weapons ==
AVC-7.62
   +Gas-Vent 3 System
   +Smartgun System, External
   +Smartgun System, External
   +Extended Clip
   +Firing Selection Change, Small Mod (FA)
   +Foregrip
   +Personalized Grip
   +Sling
   Pool: 9 (11)   DV: 7P   AP: -1   RC: 7
Colt Cobra TZ-118
   +Gas-Vent 3 System
   +Sling
   +Barrel Reduction
   +Folding Stock
   +Personalized Grip
   +Smartgun System
   Pool: 9   DV: 5P   AP: -   RC: 6
Unarmed Attack
   Pool: 2   DV: 3S   AP: -   RC: 0

== Commlink ==
Living Persona (5 (6), 4, 3, 3)
   +Living Persona
   +Biofeedback Filter Rating 4
Sony Emperor (2, 0, 0, 3)

== Gear ==
Ammo: EX-Explosive Rounds (Battle Rifles) x100
Ammo: EX-Explosive Rounds (Light Machine Guns) x200
Ammo: Gel Rounds (Battle Rifles) x100
Ammo: Regular Ammo (Battle Rifles) x100
Ammo: Regular Ammo (Submachine Guns) x50
Contact Lenses Rating 3
   +Image Link
   +Smartlink
   +Vision Enhancement Rating 3
Cram x10
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake License (AVC-7.62) Rating 4
Fake License (Colt Cobra TZ-118) Rating 4
Fake SIN Rating 4
Goggles Rating 6
   +Flare Compensation
   +Vision Magnification
   +Ultrasound
Medkit Rating 6
Nanomemory x5
Neural Amplifiers, Neocortical Rating 3
Spare Clip (AVC-7.62) x5
Spare Clip (Colt Cobra TZ-118) x5
Trance x5

== Vehicles ==
Ford LEBD-1 (Medium)
   +Improved Takeoff and Landing Level 2
   +Mechanical Arm
   +Weapon Mount (Normal, External, Fixed, Remote)
   +Medium Drone Sensor
Hyundai Shin-Hyung (Sedan)
   +Armor, Normal Rating 5
   +Rigger Cocoon, Basic
   +Vehicle Sensor
Lockheed Optic-X (Small)
   +Improved Takeoff and Landing Level 2
   +Weapon Mount (Normal, External, Fixed, Remote)
   +Small Drone Sensor
Steel Lynx (Large)
   +Ammo Bins
   +Armor, Normal Rating 12
   +Weapon Mount (Normal, External, Turret, Remote)
   +Defense Rating 3
      +Copy Protection Rating 3
      +Registration
   +Large Drone Sensor
   +Targeting (Self) Rating 3
      +Copy Protection Rating 3
      +Registration
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/0634:24>
I need help with the contacts.  I have 48 free points for contacts, and I just don't know what to do with them.  I guess I need...what?  A fixer, a cop, a mafia/gang contact...what else?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/0637:11>
Group contacts are always a good thing.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/0641:39>
I don't really understand how those work, or contacts in general for that matter.  They haven't been something I've used in the past.  My contacts have always been my fellow players or, rarely, their contacts.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-30-13/0651:37>
Ugh. Finished making the character, and then read that whole 'must have a knowledge skill with every active skill above rank 1' drek. Now I have to think up BS knowledge skills just to fulfill that requirement.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/0804:26>
I don't understand his knowledge skill house rule...  I absolutely have to have a knowledge skill linked to every active skill? Or it just gives you a theoretical boost to avoid glitches? What if you only have a 1 in the knowledge skill? You glitch easier? Does the knowledge skill rating include the linked stats or is it only the purchased points?  If the knowledge skill isn't higher than the active skill, it doesn't affect the glitch threshold?  What constitutes being rushed?  Are social skills considered rushed?  Is this completely rewriting knowledge/language skills?  I bought 1 point of 12 languages, which gave me 8s for all of them, leaving me beyond fluent in them pre-house rule.  Is it different now?

Do we have the body x 3 armor encumbrance mentioned in the other thread, too?

Is there a way to make Chummer let me increase a skill beyond 6?  I tried turning off Character Creation rules, but that didn't help.  It caps everything at 6.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/1100:26>
In the meantime, here is what I've come up with.  Meet the Baron.

Info/Attributes
== Info ==
Street Name: Baron
Name: Reginald Farnsworth
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 64
Height 6'5" Weight 125 lbs.
Composure: 13
Judge Intentions: 12
Lift/Carry: 4 (30 kg/20 kg)
Memory: 9
Nuyen: 0

== Attributes ==
BOD: 2
AGI: 2
REA: 2
STR: 2
CHA: 8
INT: 4
LOG: 4
WIL: 5
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                6
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         9
Matrix IP:                 1
Physical Damage Track:     9
Stun Damage Track:         11


Skills
== Active Skills > 1 ==
Arcana                     : 1                      Pool: 8
Assensing                  : 1                      Pool: 8
Astral Combat              : 1                      Pool: 6
Binding                    : 1                      Pool: 7
Con                        : 4                      Pool: 20
Counterspelling            : 4 [Combat]             Pool: 10 (12)
Dodge                      : 2                      Pool: 4
Etiquette                  : 4                      Pool: 20
First Aid                  : 1                      Pool: 8
Intimidation               : 1                      Pool: 14
Leadership                 : 4                      Pool: 20
Negotiation                : 4                      Pool: 20
Perception                 : 1                      Pool: 8
Pistols                    : 2 [Semi-Automatics]    Pool: 4 (6)
Spellcasting               : 4 [Manipulation]       Pool: 10 (12)
Summoning                  : 1                      Pool: 7

== Knowledge Skills ==
Magic School               : 8                      Pool: 15      Linked skills: Counterspelling, Spellcasting, Arcana, Assensing, Astral Combat, Binding, Summoning
Corporate Interactions     : 3                      Pool: 10  Linked skills: Con, Etiquette, Leadership, Negotation
Shadowrunning Basics       : 5                      Pool: 12  Linked skills: First Aid, Intimidation, Pistols
Area Knowledge: Seattle    : 1                      Pool: 8

== Language Skills ==
English                    : N                      Pool: 0
Sperethiel                 : 1                      Pool: 8
Japanese                   : 1                      Pool: 8
Mandarin                   : 1                      Pool: 8
Cantonese                  : 1                      Pool: 8
Sioux                      : 1                      Pool: 8
Spanish                    : 1                      Pool: 8
Russian                    : 1                      Pool: 8


Contacts/Qualities/Spells
== Contacts ==
Wiz Decker (5, 6)
Fixer (4, 4)
Lone Star Captain (5, 5)
Mafia Don (6, 6)
Talismonger (3, 4)

== Qualities ==
Changeling (Class II SURGE)
Distinctive Style
Extravagant Eyes
Glamour
Impaired Attribute (STR)
Low-Light Vision
Magician
Prejudiced (Common, Biased) (Orks)
Prejudiced (Common, Biased) (Trolls)
Prejudiced (Common, Biased) (Dwarves)
SINner (Standard) (Reginald Farnsworth)
Thermographic Vision

== Spells ==
(Tradition: Black Magic, Resist Drain with WIL + CHA (13))
Alter Memory               DV: (F÷2)+2
Deflection                 DV: (F÷2)+1
Fashion                    DV: (F÷2)
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Mana Window (Limited)      DV: (F÷2)
Mob Mind                   DV: (F÷2)+4
Physical Mask              DV: (F÷2)+1
Shapechange                DV: (F÷2)+2
Stunball                   DV: (F÷2)+1


Equipment
== Armor ==
6 Tees urban fashion (Horizon)0/0
   +Insulation 6
Form-Fitting Full-Body Suit6/2
   +Chemical Protection 3
   +Nonconductivity 6
SecureTech PPP Armor (Ensemble)2/4
   +Fire Resistance 5
   +YNT SoftWeave

== Weapons ==
Ares Predator IV
   +Concealable Holster
   +Silencer
   +Additional Clip, Pistol
   +Chameleon Coating
   +Personalized Grip
   +Skinlink
   +Smartgun System
   Pool: 6 (8)   DV: 5P   AP: -1   RC: 1
Unarmed Attack
   Pool: 1   DV: 1S   AP: -   RC: 0

== Commlink ==
Custom Commlink (5, 5, 6, 3)
   +Custom Commlink OS [Firewall 6, System 5]
   +Empathy Software Rating 5
   +Subvocal Microphone
   +Trodes
   +Nonstandard Wireless Link Rating 6
   +Armor Case Rating 6
   +Biometric Lock
   +Hardening Rating 6
   +Eurosoft Clavicula [Decrypt 5, Encrypt 5]
   +FTL Matrixware Power Suite [Analyze 3, Browse 4, Command 2, Edit 4, Purge 4, Scan 2]
   +Skinlink
Disposable Commlink (1, 2, 1, 3)
   +Disposable Commlink OS

== Gear ==
Ammo: Regular Ammo (Heavy Pistols) x110
Ammo: Stick-n-Shock (Heavy Pistols) x120
Backpack
Biomonitor
Combat Fetish
Contact Lenses Rating 3
   +Vision Enhancement Rating 3
   +Image Link
Detection Fetish
DocWagon Contract: Basic
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Spatial Recognizer
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
Fake SIN (Steel Johnson) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Fake SIN (Phillipe ValJean) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Goggles Rating 6
   +Flare Compensation
   +Smartlink
   +Vision Magnification
Healing Fetish
Illusion Fetish
Latex Face Mask
Manipulation Fetish
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
Spare Clip (Ares Predator IV) x2
Sustaining Focus (Manipulation) (Bonded Foci) Rating 3
Trauma Patch x2


Information
== Description ==
Often dressed in the latest fashion, Baron cuts a fine figure. His physical beauty is matched by his sparkling personality, which frequently leaves people stunned.

== Background ==
Reginald(never Reggie) was the first and last child born tofTirstan Farnsworth and Celeste Merdeux-Farnsworth. As the only son of two influential and busy parents, Reginald was left to his own devices more often than not. Somewhat less physically capable than the other children, he nonetheless displayed a sharp mind and an indefinable quality of personality and personal presence that frequently put him in a position of dominance over them.

When he matured and finished his schooling, his father acknowledged Reginald's lingistic abilities and employed him as an international negotiator. The following 3 years of work were lucrative and fairly easy, but Reginald become lax in his duties. Throughout the following year, his work was laced with small errors of judgment, culminating in a huge breakdown of communication during a crucial negotiations meeting with a prospective buyer. His father, furious that Reginald could "throw his life away" in this way despite all of his natural gifts, sent him out into the world to make his own way as penance for taking his father's charity for granted.

Once on the streets, Reginald found it was difficult to secure employment without using his father's name as leverage. He did get an offer to join a group on a 'joint adventure', which ended up being his first shadowrun. He immediately fell in love with the excitement, although the danger left him sometimes overcome by paranoia.

== Concept ==
Main Face/Mage
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-30-13/1337:31>
The story begins in North America, with everybody being drawn to a transit hub in south-central UCAS in Illinois. You can choose to be brought there or get yourself there, depending on what transportation and story idea you want to go with.

I need help with the contacts.  I have 48 free points for contacts, and I just don't know what to do with them.  I guess I need...what?  A fixer, a cop, a mafia/gang contact...what else?
S4A discusses contacts on page 285. Basically they're friends or acquaintances who you may know (professionally, personally, whatever you think fits) and you call them up to do things that you can't do, or don't have time to do. Fixers are generally viewed as vital contacts because they're basically everything (just not as quick or good as a specialized contact). After that are Infobrokers (if they don't know it, somebody they know probably does) and Fencers (if they can't get it, somebody they know probably can). Picking one or more of those is generally on most characters' list of "must have for utility". Others are based on the character. Grow up next door to a street doc, and you help each other out every once in a while? There's a possible contact. Grow up on the streets in Atlanta, running around with a go-gang? Either a small-scale group contact with the gang, or a garage mechanic that you kept in touch with is a viable outcome of that.
Group contacts are always a good thing.
Take the Catholic Church. Then take Spanish as your native language and wear red everywhere you go. Take Distinctive Quality for bursting into every room you enter, shouting, "Nobody expects...!"

Wait, that's already been done?

I absolutely have to have a knowledge skill linked to every active skill? Or it just gives you a theoretical boost to avoid glitches?
Having knowledge related to a (few) skills represents experience. If you don't have it then it means that you've been coasting by with a partial understanding of going through the motions, you're not penalized for not having knowledge (although it's important for character background, I think). Your knowledge needs to exist, but you only need to have it above the rating of the active skill if you want to take advantage of it as a Glitch buffer. For a lot of people I'm pretty sure that will mean they'll only want level 1 or 2 knowledge, which represents knowing a little about what you do. I'm expecting this game to be more about the acting than the preparing or improvising in odd circumstances, so go with this: take knowledge skills that are fitting your character. Don't worry about taking high ranks unless you want to be an expert in whatever it is (as part of your character's thing).

What constitutes being rushed?
If you're at a long-range engagement, holed up in an abandoned hotel, and your gun jams, then you duck down and use Armorer to clear the jam. You're not standing in incoming fire, so you can focus on what you're doing and why. Even if there's other stuff going on, if you can focus on more than just the immediate of what you're doing, but have a modicum of "what have I been doing before, and what kind of a plan do I have" then you're probably not rushed.

An example for being rushed: you're in space. A corp ship shoots a railgun round into your ship, puncturing the hull and a piece of shrapnel pokes the space suit you're already wearing. The room vents and your suit is slowly leaking. You're racing against the air draining out of your suit to find a patch and slap it on, or to hack the computer to dump backup oxygen into your compartment so you have time to do something else - that's rushed.

I bought 1 point of 12 languages, which gave me 8s for all of them, leaving me beyond fluent in them pre-house rule.
My understanding of language is that Rank 1 means you can identify the language, but even if you've got 7 Intuition (the linked attribute for Language skills), you're not fluent in the language. That high intuition means you're really innately talented at learning what those languages eventually mean. You'd need a higher rank in the language to converse fluently, and higher if you want to mask/fake accents so you sound like you're from somewhere other than where you truly are (this would be easy at language rank 6, and virtually impossible at rank 2).

And armor is the same as standard here, the difference in the other thread was for the development of over 100 years of technological development making armor more wearable. This is back to Shadowrun.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <04-30-13/1404:47>
That's... a unique way of looking at knowledge skills. One that isn't really supported by any of the sample characters. Having a couple knowledge skills linked to your specialty(ies) is a good thing, yes, but having one linked to all your active skills is crazy talk. I know how to drive a car, but that doesn't mean I have any idea (besides defaulting) on what to do when the car breaks down. I can change a flat tire, but that's about it. Someone trained in parachuting doesn't need to know the concept behind parachute design. Rigging the chute is part of the active skill, so what knowledge skills are needed? It is the same with most active skills. Knowledge skills represent professional knowledge (the basics of your job, such as Corporate Security Tactics), street knowledge (Local Gangs), Interests (Urban Brawl odds), and Academic knowledge (History). It isn't intended to explain all your active skills. Knowledge skills should reflect your background, and active skills should reflect your background, but that doesn't mean that knowledge skills should reflect your active skills.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/1408:21>
That's... a unique way of looking at knowledge skills. One that isn't really supported by any of the sample characters. Having a couple knowledge skills linked to your specialty(ies) is a good thing, yes, but having one linked to all your active skills is crazy talk. I know how to drive a car, but that doesn't mean I have any idea (besides defaulting) on what to do when the car breaks down. I can change a flat tire, but that's about it. Someone trained in parachuting doesn't need to know the concept behind parachute design. Rigging the chute is part of the active skill, so what knowledge skills are needed? It is the same with most active skills. Knowledge skills represent professional knowledge (the basics of your job, such as Corporate Security Tactics), street knowledge (Local Gangs), Interests (Urban Brawl odds), and Academic knowledge (History). It isn't intended to explain all your active skills. Knowledge skills should reflect your background, and active skills should reflect your background, but that doesn't mean that knowledge skills should reflect your active skills.

Pretty much how I look at it. The non-language Knowledge skills I have on the character I posted above (in a post edit, but that's because there wasn't another post after that one when I added the character) pretty well account for the skills despite not being 'one knowledge per skill', at least I think so.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <04-30-13/1409:46>
Since the game is called Heart of Sickness, I would love to give a try to my character Steam, who is actualy a little sick.

http://forums.shadowrun4.com/index.php?topic=6282.0

no problem with knowledges concept, well I have choosen those linked more to background than to active skills...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/1435:54>
Additionally, RAW on Language skills, as I recall, holds that having a rank of 1 is sufficent to be able to use any Social skill up to an effective rank of 1.  Someone who knows what it is when they hear it seems far more in keeping with the general description of rank 0.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/1443:14>
The knowledge skill for each active skill is going to be a problem, I mean, most runners usually have a few knowledge skills pertaining to their active skills in some way. But that doesn't mean that the active skill means they're lacking in knowledge of what they're doing, they just don't know extensive background and design notes about everything they handle, or where they could buy replacement parts or something like that.

Like, for instance, my character's background was that he was raised in captivity by MCT to be part of an infiltration and investigation group, I'd be the guy who could speak most common languages to better interrogate people, and my active skills include compelling them to do what I want, and the ability to erase their memory, better than having to just kill the guy. In captivity I liked to listen to music, or try playing my own, so I have knowledge in NeoClassical music, and even a small skill in playing the synth link. But that doesn't mean I don't know what I'm doing when comes to talking to people, or using "spells".

But for someone who has a high attribute, and can just pull something off, but is defaulting on the skill, that would be more in line for what you're talking about not having knowledge of what you're doing. They aren't trained or knowledgeable they just kinda figure it out.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <04-30-13/1511:32>
Then take knowledge skills that otherwise define your character's background and hobbies. If you don't grab a bunch for different skills, then you can't use knowledge boost/buffer for a bunch of skills. I don't think that either you or I will lose much sleep over it, it just won't apply when it isn't there.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/1609:34>
Okay, I added in a couple group contacts and some basic gear.

I hope this is workable for your campaign, just let me know if you have any recommendations.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/1938:37>
No critique of my character? That's good, I guess.

For all skills, I guess I've seen it differently than you guys. For example, a guy with pistols 1 and reaction 9.you see a guy with 1 in pistols and think of him as a complete shooting noon. I see a guy with 1-on pistols, quick is higher than your average professional, so he's super pro in my eyes.

I've always liked at the reading instead of the points bought in the skill. I'll have to realign my thoughts, but I can't promise it'll be fast. In the meantime, that means I need to rewrite my skills section...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/1941:35>
No critique of my character? That's good, I guess.

For all skills, I guess I've seen it differently than you guys. For example, a guy with pistols 1 and reaction 9.you see a guy with 1 in pistols and think of him as a complete shooting noon. I see a guy with 1-on pistols, quick is higher than your average professional, so he's super pro in my eyes.

I've always liked at the reading instead of the points bought in the skill. I'll have to realign my thoughts, but I can't promise it'll be fast. In the meantime, that means I need to rewrite my skills section...

You're obviously not talking about the one I posted. She is much better at Pistols than that (not to mention that Reaction isn't a 9).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2001:26>
Absolutely correct. I was obviously not talking about your character. It was an example.

I just read through the skull ranking sexton in the book, but I'm still unsure where languages fit in. When is time for a language test to see if I can speak with someone in a language, do you only look at my points in the language? "well, you have 8 dice for the test, but only 1 rank of Spanish means all you can manage to say is 'where is the bathroom?'"

Similarly, of I only have 1 point of pistols and I roll a hit with my dice, will it somehow be considered less oran attack because I only have the gun training of a rent-a-cop? I really don't understand skill ranks as opposed to dice pools.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/2006:03>
Quote from: SR4A page 129 Language Skills
It is not necessary to roll dice for Language skills to communicate
on an everyday basis. Characters need not make tests to understand each
other every time they speak. If a character must interact with someone
in another language for an extended period of time, simply make one
test to see how well they understand each other during this period, or
just benchmark their level of communication based on the skill rating.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2025:58>
I see...  So I would either roll once to see how I fair, or I'd just be perma-downgraded to 1.  I wonder, what would be a good rating for a language for a guy those past career was negotiator/linguist?  3 for Professional?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/2037:23>
I see...  So I would either roll once to see how I fair, or I'd just be perma-downgraded to 1.  I wonder, what would be a good rating for a language for a guy those past career was negotiator/linguist?  3 for Professional?

I usually try to keep it to where the languages are at 4 with one of them being my one maxed out Knowledge skill (not counting the native language). I do that mainly so that I know I can communicate decently in the languages I've taken.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/2135:10>
If translation becomes an issue and my character can't help, there are always Linguisofts, and we can just find an open source version and keep it updated.

But my conundrum is, what're we doing in Illinois?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2149:29>
Sure, I know we could use linguisofts and stuff.  I know it's stupid, but I would like to have knowledge skills that back the background and my view of the character.  He is a natural linguist and charmer, so he was hired to be an international corporate negotiator.  Originally, I had some biology, chemistry, arts, news, politics, and business.

Let me explain my view of skills.
A highly trained normal translator person: Japanese 4, Int 3 = 7 DP
A naturally gifted person requires less training: Japanese 1, Int 6 = 7 DP

They speak Japanese at the same level.  It just took the second person a lot less effort to get to that point, and he could easily become the superior if he applied himself to it.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/2151:27>
See: the problem with trying to assign specific levels of ability to a given skill rating.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2218:13>
Yeah, although I did find the reason to have a higher rating in a language.  I saw an old post by A4BG that pointed out a passage about language skill limiting social influence skills.  Now I'm down from 12 languages to 3 or 4.  Even though Sperethial isn't useful, I refuse to get rid of it.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <04-30-13/2223:04>
KISS:
So what. With my character...am I In or not???
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <04-30-13/2239:42>
Yeah, although I did find the reason to have a higher rating in a language.  I saw an old post by A4BG that pointed out a passage about language skill limiting social influence skills.  Now I'm down from 12 languages to 3 or 4.  Even though Sperethial isn't useful, I refuse to get rid of it.

How isn't it useful? It's the native language for the character I'm putting forth, and if everyone takes it, then that's a language that we can use to speak amongst each other that most 'common folk' (and probably a lot of corporate folk) won't understand. :D
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2243:03>
KISS:
So what. With my character...am I In or not???

You do realize that what you just said is very rude, correct?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2245:18>
Updated sections.

Skills
== Active Skills > 1 ==
Arcana                  : 1                      Pool: 8                                   Linked to: MS
Assensing             : 1                      Pool: 8                                   Linked to: MS
Astral Combat       : 1                      Pool: 6                                   Linked to: MS
Binding                  : 1                      Pool: 7                                   Linked to: MS
Con                       : 4                      Pool: 20                                 Linked to: CI
Counterspelling     : 4 [Combat]      Pool: 10 (12)                          Linked to: MS
Dodge                   : 2                      Pool: 4                                   Linked to: SB
Etiquette                : 4                      Pool: 20                                 Linked to: CI
First Aid                 : 1                      Pool: 8                                   Linked to: SB
Intimidation            : 1                      Pool: 14                                 Linked to: CI
Leadership            : 4                      Pool: 20                                 Linked to: CI
Negotiation            : 4                      Pool: 20                                 Linked to: CI
Perception             : 1                      Pool: 8(11 Vis.)(15 Snd)        Linked to: SB
Pistols                    : 2 [SA]              Pool: 4 (6)                              Linked to: SB
Spellcasting           : 4 [Manip]         Pool: 10 (12)                          Linked to: MS
Summoning            : 1                     Pool: 7                                   Linked to: MS

== Knowledge Skills ==
Corporate Interactions     : 3                      Pool: 10
Magic School                   : 8                      Pool: 15
Shadowrunning Basics    : 5                      Pool: 12

== Language Skills ==
English                    : N                      Pool: 0
Japanese                 : 4                      Pool: 11
Sperethiel                : 3                      Pool: 10
Cantonese               : 1                      Pool: 8



Contacts
== Contacts ==
Raven, Decker (5, 6)
Quick Ben, Fixer (4, 4)
Cpt. Sean Flannigan, Lone Star Captain (5, 5)
Don Anthony Gambino, Mafia Don (6, 6)
Henrietta Montclaire,Talismonger (3, 4)



Gear
== Commlink ==
Custom Commlink (5, 5, 6, 3)
   +Custom Commlink OS [Firewall 6, System 5]
   +Empathy Software Rating 5
   +Subvocal Microphone
   +Trodes
   +Nonstandard Wireless Link Rating 6
   +Armor Case Rating 6
   +Biometric Lock
   +Hardening Rating 6
   +Eurosoft Clavicula [Decrypt 5, Encrypt 5]
   +FTL Matrixware Power Suite [Analyze 3, Browse 4, Command 2, Edit 4, Purge 4, Scan 2]
   +Skinlink
   +Optimization (Empathy Software)
   +Noise Analysis Software Rating 5
Disposable Commlink (1, 2, 1, 3)
   +Disposable Commlink OS

== Gear ==
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Stick-n-Shock (Heavy Pistols) x30
Backpack
Contact Lenses Rating 3
   +Vision Enhancement Rating 3
   +Image Link
DocWagon Contract: Basic
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Spatial Recognizer
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
Fake SIN (Steel Johnson) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Fake SIN (Phillipe ValJean) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Goggles Rating 6
   +Flare Compensation
   +Smartlink
   +Vision Magnification
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
Spare Clip (Ares Predator IV) x4
Sustaining Focus (Manipulation) (Bonded Foci) Rating 3
Trauma Patch
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <04-30-13/2253:49>
KISS:
So what. With my character...am I In or not???

You do realize that what you just said is very rude, correct?

...  I'm Canadian and I don't see how that's rude.  If you must, consider the last S to be self-referential.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <04-30-13/2321:35>
We're discussing something.  He comes in, and says "What you're talking about doesn't matter.  Pay attention to me instead."  That's rude in any culture.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <04-30-13/2334:05>
Did I miss something along the lines, and we are debating something? I feel like I missed something.

Okay, other note

I speak : Chinese, English, French, Japanese, Portuguese, Russian and Spanish

Mtfeeney speaks: English Japanese, Sperethiel, and Cantonise

A4BG Speaks: English Japanese, and Sperethiel

I don't know about everyone else though.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/0015:52>
If you really like I could switch out a spell for a mindnet, or you guys could help me get a mind net in game. Also, we could easily all just communicate over encrypted DNI conversations, it's not very expensive to set that one up nor particularly difficult, as encryption just is a simple action at 2x the program rating, no rolls.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/0016:31>
This should be the final version.
The entry of 'XXXXXXXXX' under Negative Qualities is something that the GM knows about, but is unnecessary for others to know.

Name: Siobhan Beckman
Alias: Sidhe
Race: Elf
Sex: Female
Nationality: Tir na Nog
Lifestyle: XXXXX
Karma Spent: 750 Creation Karma
Attributes
BodyAgilityReactionStrength
58 (12)3 (5)3 (5)
CharismaIntuitionLogicWillpower
4433
EdgeMagic/ResonanceEssenceInitiative
3N/A1.607 (9)
Positive Qualities
SURGE, Class III
–Metagenic Improvement (Agility)
–Celerity
–Dynamic Coloration
Restricted Gear (Rating 4 Muscle Toner)
Restricted Gear (HK Urban Fighter)
Restricted Gear (Terracotta Arms AM47)
Negative Qualities
Distinctive Style
Records on File (Tir na Nog)
SINner (Siobhan Beckman)
XXXXXXXXX
Extravagant Eyes
Weak Immune System
Low Pain Tolerance
Nano Intolerance
Active Skills
Stealth Skill Group4
Athletics Skill Group1
Blades (Knives +2)4
Con (Fast Talk +2)3
Etiquette3
Hardware (Maglocks +2)4
Longarms(Sniper Rifles +2)4
Perception1
Pilot Ground Craft (Wheeled +2)1
Pistols (Semi-Automatics +2)4
Knowledge Skills ( [Logic + Intuition] x 3 free points)
Combat Tactics4
Music3
Security Tactics4
Language Skills
SperethielN
English6
Japanese4
Cyber/Bioware
CyberwareEssenceCostNotes
Attention Coprocessor0.39,000¥Rating 3
Datajack0.1500¥-----
Wired Reflexes3.032000¥Rating 2
BiowareEssenceCostNotes
Muscle Augmentation0.414000¥Rating 2
Muscle Toner0.832000¥Rating 4
Synthacardium0.220000¥Rating 2
Tailored Pheromones0.645000¥Rating 3
Gear (247080¥)
Ceramic Knife (Personalized Grip, Chameleon Coating) x22350¥
HK Urban Fighter1400¥
Concealable Holster75¥
Spare Clip (Regular Ammo) x5225¥
Spare Clip (Stick-N-Shock)x5825¥
Spare Clip (Tracker Round)x2310¥
Terracotta Arms AM478250¥
Spare Clip (EX-Explosive) x5925¥
Chameleon Suit (Thermal Damping Rating 6)11000¥
Ballistic Mask (Ruthenium Polymer Coating)7630¥
SecureTech PPP (Full Set w/o Helmet)900¥
Clothing (“Long Dark Coat” Ruthenium, Nonconductivity Rating 6)8800¥
Contact Lenses Rating 3 (Flare Compensation, Vision Enhancement 3)500¥
Glasses Rating 2 (Smartlink, Vision Magnification, Skinlink)700¥
Earbuds Rating 3 (Audio Enhancement 3, Select Sound Rating 3)920¥
Transys Avalon5000¥
NovaTech Navi3500¥
Firewall Rating 4 Upgrade2000¥
Subvocal Microphone50¥
AR Gloves250¥
Analyze Rating 6 (Optimization 2, Ergonomic)1100¥
Encrypt Rating 6 (Optimization 2, Ergonomic)1100¥
Data Bomb Rating 5 (Optimization 1)5100¥
Renraku Sensei1000¥
Renraku Ichi600¥
Subvocal Microphone50¥
Maglock Passkey Rating 48000¥
Maglock Sequencer Rating 4800¥
Autopicker Rating 61200¥
Chisel20¥
Wire Clippers25¥
Stealth Tags x500125¥
Tag Eraser150¥

Vehicles
Suzuki Mirage – Racing Bike
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
220/50200164106500¥
Contacts
ContactC/L
Sean McFionn – Elven Fixer6/3
Alyson Lithari – Human Smuggler4/4
Jacob Groen – Dwarf Surgeon3/4
”Snake” – Ork Cabbie1/3
Advanced Lifestyle
ComfortsEntertainmentNecessitiesNeighborhoodSecurity
HighHighHighLowHigh
Comforts
Network Bottleneck -1 LP
No Privacy, Astral Rating 3 -3 LP
This Isn't Big Bob's Autos -1 LP
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0136:48>
If you really like I could switch out a spell for a mindnet, or you guys could help me get a mind net in game. Also, we could easily all just communicate over encrypted DNI conversations, it's not very expensive to set that one up nor particularly difficult, as encryption just is a simple action at 2x the program rating, no rolls.

I've not heard of this.  How do you do the encrypted DNI conversations?  I'm not getting an implant, if that's something necessary for it to work...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0141:16>
... Trodes work just fine for that, and as a Common Use program Encrypt is very cheap.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/0143:05>
A Datajack would be preferred though, since the Trodes could get mussed.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0147:32>
For augmented characters, that can be true (isn't a concern in some games).  For Awakened, not at all preferred.

There aren't exactly any mechanics for trodes getting messed up, though.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0217:50>
Are trodes what I picture?  Wires running to sticky things or suction cups attached to my forehead?  How would that not get in the way or at the very least look stupid?

Ok, since I had some time on my hands, I took a look at everyone's characters.  Feel free to ignore my comments, since they're mostly just my opinions and obersvations.

Aryeonos: You have 4 unused free contact points.  You wasted money on buying a lifestyle, since he said not to buy one and we all get a free month of medium.  Your starting money would be more than just 400.  Do you need Orgy AND Orgasm?  You can usually hit just a single person with Orgy if you need to.  You could have a spirit use Influence, instead of taking the spell.  I'm probably going to drop Alter Memory, so it's good that you have it.  Can nagas not use any form of armor?  You could wear an armored sock or blanket or something...  Your headphones have no sensor functions, are they only for listening to music?  Are you able to take hacked software at creation?

A4BG: You have 14 unused free contact points.  You also bought a lifestyle.  Are you planning to run around nude to benefit from the color changing skin?

RHat: I've never seen a technomancer before, so this will be exciting.  You have 10 unspect free contact points.  You also bought a lifestyle.  You didn't put an OS in your Sony Emperor.

Sichr: You need to change your character to a 750 Karma build.  You won't need to buy a lifestyle.  You would have a LOT of free contact points as the character is now.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-01-13/0220:03>
Anyways, here's my character, so far:

Chikage
Metatype: Metasapient AI (110 Karma)
Nuyen: 2300 (4d6+12=23 x100 nuyen (http://invisiblecastle.com/roller/view/4031760/))
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Karma: 0 Total/0 Unspent

Attributes (230 Karma)
Charisma: 5
Intuition: 5
Logic: 4
Willpower: 4

Edge: 4 (45 Karma)
System: 5
Firewall: 5
Matrix Condition Track: 0/11 (-0 Mod)

Initiative: 10
Initiative Passes: 3
Armor: 13B/13I (Unarmored), 19B/19I (Chameleon Suit, Lined Coat), 18B/19I (Diving Armor), 17B/19I (Evo HEL Suit)


Active Skills (256 Karma)
Gymnastics (Dance) 4(+2)
Automatics (Assault Rifles) 5(+2)
Blades (Swords) 5(+2)
Etiquette (Yakuza) 2(+2)
Electronics Group 3
Cracking Group 3
Pilot Anthroform 3
Escape Artist 3
Con (Seduction) 3(+2)
Intimidation (Torture) 2(+2)
Diving 2
Climbing 2
Gunnery 3


Knowledge/Language Skills (54 free Skill points) (3 Karma)
Safehouses 5
Underworld Politics 5
Corporate Security Tactics 4
Corporate Matrix Security Tactics 4
Matrix Theory 5
Firearms Design 2
Blade Design 2
Japanese Philosophy 3 (3 Karma)

Languages
Japanese    N
English 5
Spanish 5
Sperethiel 5
Mandarin 5
Korean 5


Qualities (+10 Karma)
Piloting Origin (20 Karma) - Can rig vehicles. Can load/use autosofts in place of skills
Erased (10 Karma) - Unwanted information disappears after a week.
Mistaken Identity (20 Karma) - Mistaken for Nadja Daviar
Martial Arts (10 Karma) - Aikido. +1 to Full Parry.
Media Junkie (+10 Karma) - Mild Matrix Addiction
In Debt (+40 Karma) - Borrowed 20k from Yakuza, owe 30k.
Signature (+20 Karma) - Leaves a bloody feather glyph behind at the scene of a crime.


Maneuvers (8 Karma)
Ground Fighting - No penalties for defending while prone.
Iaijutsu - May quick-draw with any weapon reach 1 or less. Weapon Skill+Reaction(3) to quick-draw.


Inherent Programs (5 Total)
Reality Filter 4
Command 5
Stealth 5
Scan 5
Spoof 5


Resources (100 Karma) <270000 nuyen>
Nadeshiko MK-4 (50000 nuyen) - +1 Handling, 5/15 Accel, 30 Speed, 2 Pilot, 3 Body, 0 Armor, 2 Sensor. 2 Mechanical Arms, Touch Link, Mimic 2, Walker Mode, Autosoft (Cooking 2), Autosoft (Cleaning 2)
**Frame Design (1000 nuyen) - Looks like Nadja Daviar
**Mimic 3 (25000 nuyen) - Mimic 3 Option.
**Costume (100 nuyen) - Schoolgirl
**Costume (100 nuyen) - Maid
**Costume (100 nuyen) - Slave
**Personality (250 nuyen) - Schoolgirl
**Personality (250 nuyen) - Maid
**Personality (250 nuyen) - Slave
**Concealed Armor (18000 nuyen) - Rating 9 Armor. 2 Slots.
**Special Machinery (2000 nuyen) - Functional 'systems'. 1 Slot.
**Improved Economy (2250 nuyen) - Operation time increases to 12 hours. 1 Slot.
**Armor Enhancement (600 nuyen) - Rating 2. [4] Capacity. Left Arm.
**Strength Enhancement (1000 nuyen) - Rating 4. [4] Capacity. Left Arm.
**Agility Enhancement (1000 nuyen) - Rating 4. [4] Capacity. Left Arm.
**Shock Hand (1000 nuyen) - 6S(e), -half AP. 10 Shots. [3] Capacity. Left Arm.
**Armor Enhancement (600 nuyen) - Rating 2. [4] Capacity. Right Arm.
**Strength Enhancement (1000 nuyen) - Rating 4. [4] Capacity. Right Arm.
**Agility Enhancement (1000 nuyen) - Rating 4. [4] Capacity. RIght Arm.
**Cyberspurs (1800 nuyen) - (STR/2+3)P. [3] Capacity. Right Arm.
**Camera (Trideo) (400 nuyen) - Rating 4. [1] Sensor Capacity.
****Low-light (100 nuyen) - See in Low Light.
****Flare Compensation (50 nuyen) - Compensate for glare
****Image Link (25 nuyen) - Display images from PAN
****Smartlink (500 nuyen) - Use Smartguns
**Camera (Trideo) (300 nuyen) - Rating 3. [1] Sensor Capacity.
****Thermographic (100 nuyen) - See in infrared
****Vision Enhancement (300 nuyen) - Rating 3. Add rating to visual perception.
****Vision Magnification (100 nuyen) - 50x electronic zoom.
**Microphone (100 nuyen) - Rating 2. [1] Sensor capacity.
****Audio Enhancement (300 nuyen) - Rating 3. Add rating to audio perception.
****Spatial Recognizer (100 nuyen) - +2 to perception to find source of sound.
**Olfactory Sensor (3000 nuyen) - Rating 6. [1] Sensor Capacity. +6 to perception involving smells.
**System (2500 nuyen) - Rating 5
**Firewall (2500 nuyen) - Rating 5
**Response Upgrade (4000 nuyen) - Rating 5
**Signal Upgrade (1000 nuyen) - Rating 5
<Chikage's Home node. Response 8, Signal 8, System 7, Firewall 7>
<+1 Handling, 5/15 Accel, 30 Speed, 2 Pilot, 3 Body, 13 Armor, 2 Sensor. Strength 7, Agility 12, Reaction 8.>
<Spur: 17 dice to attack. 7P.>
<Shock Hand: 15 dice to attack (+2 Touch, -2 Off-hand). 6S(e), -half AP. 10 uses.>
<Unarmed: 15 dice to attack. 4S.>
This Nadeshiko MK-4 drone originally belonged to an eccentric saiko-komon of the Yamaguchi-rengo in Federal District of Columbia who had a thing for former Vice President Daviar. Used as part bodyguard, part mistress, the drone's pilot surprised the saiko-komon when it emerged as a full-fledged AI a couple years ago. Making a deal with the Yamaguchi-rengo, Chikage was allowed to take out a loan from the rengo in order to buy the drone from the saito-komon.

Empathy Software (2500 nuyen) - Rating 5. Add rating to Social skill tests.
Targeting Autosoft (1600 nuyen) - Rating 3 (Ergonomic). Unarmed Combat
Targeting Autosoft (1500 nuyen) - Rating 3. Pistols
Targeting Autosoft (1500 nuyen) - Rating 3. Heavy Weapons
Targeting Autosoft (1500 nuyen) - Rating 3. Throwing Weapons
Maneuver Autosoft (1500 nuyen) - Rating 3. Ground Craft
Clearsight Autosoft (1600 nuyen) - Rating 3 (Ergonomic). Use as Perception
Chaser Autosoft (1600 nuyen) - Rating 3 (Ergonomic). Shadowing
Covert Ops Autosoft (1600 nuyen) - Rating 3 (Ergonomic). Infiltration
Trailblazer Autosoft    (1600 nuyen) - Rating 3 (Ergonomic). Tracking
Eastern-Tiger Palladium (6640 nuyen) - Armor 4, Biofeedback Filter 3, Medic 3, Track 4
Eurosoft Clavicula (4700 nuyen) - Decrypt 5, Encrypt 5
Pocket Hacker (4920 nuyen) - Agent (Pilot 3, Browse 3, Exploit 3, Stealth 3)
Singularity Seeker (8200 nuyen) - Browse (Crashguard) 5, Browse Agent (Pilot 3, Browse 3)
Iris Antivirus (1500 nuyen) - Analyze 5 (Viral Resistance 3), Purge 5 (Viral Resistance 3)
Homewrecker (6000 nuyen) - Crowbar (Attack 3 with Shredder), Molotov (Attack 3 with Area, AP 2)
Glyph (300 nuyen) - Bloody feather glyph
Mapsoft (Seattle) (30 nuyen) - Rating 6
Mapsoft (Whatever the frag city we start in) (15 nuyen) - Rating 3
Edit Program (150 nuyen) - Rating 3

Radio Signal Scanner (150 nuyen) - Rating 6. Acts as Sniffer program.
Tag Eraser (150 nuyen) - Erase RFIDs
Gecko Tape Gloves (250 nuyen) - Climb walls as with assisted climbing.
AR Wristboard (250 nuyen) - Manipulate AR.

Certified Credstick (25 nuyen)
Fake SIN (4000 nuyen) - Rating 4 (Nadja Daviar)
Fake Driver's License (400 nuyen) - Rating 4
Fake Weapons permit (400 nuyen) - Rating 4
Fake SIN (3000 nuyen) - Rating 3 (Shelly Lane)
Fake Driver's License (300 nuyen) - Rating 3
Fake Weapons permit (300 nuyen) - Rating 3

Shiawase Arms Tactical Model 73 (Assault Rifle) (2750 nuyen) - 5P, SA/BF/FA, 3 RC, 100(c) ammo. Advanced Safety System, Electronic Firing, High Velocity, Reduced Weight, Smartlink
**Personalized Grip (100 nuyen) - +1 RC. 1 Slot.
**Sling (10 nuyen) - +1 RC. Hold ready at -1 Concealability, unready at -2. +2 to hold on to weapon.
**Sound Suppressor (600 nuyen) - -6 to find source of shot. 3 Slots.
**Chameleon Coating (1000 nuyen) - Can work with Chameleon suit. 2 Slots.
300 rounds ExEx Ammo (3000 nuyen) - +1 DV, -1 AP
200 rounds SnS Ammo (1600 nuyen) - 6S(e), -half AP
Spare Clips x4 (20 nuyen)
<21 dice to attack. 6P/6S(e), -1 AP/-half AP, 5 RC, 100(c) ammo.>

JP K-49 (Battle Rifle) (3400 nuyen) - 7P, -1 AP, SA, 1(2) RC, 25(c) ammo. Imaging Sight (Vision enhancement rating 1, Magnification, low-light), Shock pad
**Sling (10 nuyen) - +1 RC. Hold ready at -1 Concealability, unready at -2. +2 to hold on to weapon.
**Silencer (400 nuyen) - -6 to find source of shot. 2 Slots.
**Chameleon Coating (1000 nuyen) - Can work with Chameleon suit. 2 Slots.
**Smartgun, External (400 nuyen) - +2 to ranged attacks. Top mount.
100 rounds ExEx Ammo (1000 nuyen) - +1 DV, -1 AP
Spare Clips x3 (15 nuyen)
<19 dice to attack. 8P, -2 AP, SA, 2(3) RC.>

FN 5-7C (Machine Pistol) (600 nuyen) - 4P, SA/BF, 1 RC, 20(c) ammo.
**Gas Vent 3 (400 nuyen) - +3 RC. 2 Slots.
**Personalized Grip (100 nuyen) - +1 RC. 1 Slot.
**Smartgun, External (400 nuyen) - +2 to ranged attacks. Top mount.
40 rounds ExEx Ammo (400 nuyen) - +1 DV, -1 AP
40 rounds SnS Ammo (320 nuyen) - 6S(e), -half AP
Spare Clips x3 (15 nuyen)
Concealable Holster (75 nuyen) - -1 Concealability
<19 dice to attack. 5P/6S(e), -1 AP/-half AP, SA/BF, 5 RC.>

Ruger Super Warhawk (Heavy Pistol) (250 nuyen) - 6P, -2 AP, SS, 6(cy) ammo
**Smartgun, Internal (250 nuyen) - +2 to ranged attacks. 1 Slot.
**Firing Selection Change (300 nuyen) - Gain SA mode. 1 Slot.
**Personalized Grip (100 nuyen) - +1 RC. 1 Slot.
30 rounds ExEx Ammo (300 nuyen) - +1 DV, -1 AP
Speed loader x4 (100 nuyen)
<17 dice to attack. 7P, -2 AP, SA, 1 RC>

Katana (1000 ) - (STR/2+3)P, -1 AP, Reach 1
**Chameleon Coating (1000 nuyen) - Can work with Chameleon suit. 2 Slots.
**Personalized Grip (100 nuyen) - +1 to melee tests. 1 Slot.
<20 dice to attack. 7P, -1 AP, Reach 1>

Ceramic Knife (75 nuyen) - (STR/2+1)P. Cannot be detected by MAD scanners
**Personalized Grip (100 nuyen) - +1 to melee tests. 1 Slot.
<18 dice to attack. 5P.>

Throwing Knives x7 (140 nuyen) - (STR/2+1)P
<15 dice to attack. 5P>

HK MG-14 (LMG) (2250 nuyen) - 6P, -1 AP, BF/FA, 2(4) RC, 60(c) ammo. Bipod, Smartlink
**Gas Vent 3 (400 nuyen) - +3 RC. 2 Slots.
**Shock Pad (50 nuyen) - +1 RC.
**Personalized Grip (100 nuyen) - +1 RC. 1 Slot.
**Reduced Weight (2250 nuyen) - Weight cut in half. 1 Slot.
**Chameleon Coating (1000 nuyen) - Can work with Chameleon suit. 2 Slots.
360 rounds ExEx Ammo (3600 nuyen) - +1 DV, -1 AP
Spare Clips x5 (25 nuyen)
<17 dice to attack. 7P, -2 AP, BF/FA, 7(9) RC>

ArmTech MGL-12 (Grenade Launcher) (2000 nuyen) - Damage as Grenade, SA, 12(c) ammo.
**Chameleon Coating (1000 nuyen) - Can work with Chameleon suit. 2 Slots.
**Personalized Grip (100 nuyen) - +1 RC. 1 Slot.
**Smartgun, External (400 nuyen) - +2 to ranged attacks. Top mount.
**Silencer (200 nuyen) - -6 to find source of shots. 1 Slot.
**Airburst Link (500 nuyen) - Grenades can be set to go off in air, during action phase launched. Reduce Scatter to 1d6.
**Sling (10 nuyen) - +1 RC. Hold ready at -1 Concealability, unready at -2. +2 to hold on to weapon.
High Explosive Grenade x12 (540 nuyen) - 10P, -2 AP, -2/m Radius
Flash-bang Grenade x12 (360 nuyen) - 6S, -3 AP, 10m Radius
Spare clip (5 nuyen)
<17 dice to attack. 10P/6S, -2 AP/-3 AP, -2/m Radius/10m Radius, SA, 2 RC, 12(c) ammo.>

Suzuki Mirage (6500 nuyen) - +2 Handling, 20/50 Accel, 200 Speed, 1 Pilot, 6 Body, 4 Armor, 1 Sensor
**Weapon Mount (3000 nuyen) - Normal, Internal, Fixed, Remote. 3 Slots.
**Motorcycle Gyro Stabilization (1800 nuyen) - +2 Handling to avoid crash. 1 Slot.
**Chameleon Coating (6000 nuyen) - -4 to Spot vehicle. 2 Slots.
**Spoof Chip (500 nuyen) - Change vehicle ID
**Run-flat tires x2 (250 nuyen) - Runs while flattened.
Ares MP-LMG (1500 nuyen) - 6P, -1 AP, BF/FA, 2(3) RC, 50(c) or belt ammo. Laser sight, gas-vent 2, hip-pad bracing
**Smartgun, External (400 nuyen) - +2 to ranged attacks. Top mount
250 rounds ExEx Ammo (2500 nuyen) - +1 DV, -1 AP
<+4 Handling, 20/50 Accel, 200 Speed, 1 Pilot, 6 Body, 4 Armor, 1 Sensor.>

Chameleon Suit (8000 nuyen) - 6B/4I Armor. -4 to spot
**Thermal Damping (3000 nuyen) - +6 to infiltration vs thermal sensors

Lined Coat (700 nuyen) - 6B/4I Armor. -2 Concealability to items hidden underneath.
**Color Changing (175 nuyen) - Can change colors
**AR Enabled (25 nuyen) - Can display AR
**Nonconductivity (600 nuyen) - Rating 3. Apply rating vs electric attacks.
**Shock Frills (200 nuyen) - 6S(e), -half AP. 10 charges

Diving Armor (1750 nuyen) - 5B/4I Armor. Chemical Protection 4. Acts as diving equipment.

Evo HEL Suit (3000 nuyen) - 4B/6I Armor. Insulation 4, Fire Resistance 2, Radiation Shield 3, Chemical Protection 2. 5 Capacity.
**Concealable Holster (75 nuyen) - -1 Concealability. [4] Capacity.

SecureTech PPP Forearm Guards (200 nuyen) - +0B/+1I Armor. Discrete
SecureTech PPP Shin Guards (150 nuyen) - +0B/+1I Armor. Discrete

Lockheed Vulcan (6000 nuyen) - -1 Handling, 5/15 Accel, 30 Speed, 3 Pilot, 4 Body, 4 Armor, 2 Sensor. Mechanical Arm, Fuzzy Logic, Special Machinery (Automotive Mechanic Toolkit), Automotive Mechanic Autosoft 3


Advanced Lifestyle
Riverside Homes
Comforts - Middle (3 LP)
Entertainment - Middle (3 LP)
Necessities - Middle (3 LP)
Neighborhood - Low (2 LP)
Security - High (4 LP)

Qualities
Affiliated (-3 LP) - The Yakuza are firmly in control of the housing complex, owning it outright.
Escape Tunnel    (3 LP) - A convenient tunnel leads to the river.
Friendly Neighbors (1 LP) - Chikage's neighbors are willing to do her a favor now and then.
Security Conscious (2 LP) - Design allows residents and frequent visitors to always be able to find cover in combat.
Well Made (1 LP) - The house is well made, and comfortable in most weather.
Living By Committee (-2 LP) - A neighborhood committee sets rules to live by, which can cause problems.
No Privacy (Astral) (-2 LP) - Trying to spy on the home via the astral is easier than it would be elsewhere.

Total: 15 LP (5000 nuyen/month)
Riverside Homes is a housing complex within sight (barely) of the Snoqualmie River in the Verge area of the Redmond Barrens. All told, it is actually one of the nicer areas of Redmond. Crime, for instance, isn't nearly as bad as it is in other areas of the district. Security consists of plenty of cameras, mechanical and electric locks (which are all serviced regularly), and metahuman patrols.

Chikage's house is a nice 100 square meter affair with a small yard in the front and a garage attached to the house. What food and drink she keeps in the house is of the nonperishable kind, naturally, with a soy dispenser as well, for those rare times when she has company, but they are good quality all the same. The appliances all work, and her closet is filled with midpriced clothes bought new, or sale items from Zoe or Vashon Island. Comfort-wise, Chikage's home is tastefully decorated, and includes a well made furniture, even though it is mass-produced. A set of drones tends to the housework, and the AR paint on the walls is still fresh. She has a fine collection of trid shows and movies for her entertainment system, and is a regular at Tux's virtual nightclub.


Glow City "Penthouse"
Comforts - Low (2 LP)
Entertainment - Low (2 LP)
Necessities - Middle (3 LP)
Neighborhood - Street (0 LP)
Security - High (4 LP)

Qualities
Escape Tunnel (3 LP) - Her 'penthouse' has a private elevator that leads to an old parking garage
Dug a Hole (2 LP) - Search time of every extended test to find you raised by one level.
Well Made (1 LP) - The place is comfortable enough year round.
Haunted (-4 LP) - Being in the middle of Glow City, sometimes toxic critters and other nasties may show up.
No Privacy (Astral) (-3 LP) - Spying on this place via the astral is child's play.
Worse Neighbors (-1 LP) - A den of ghouls live in the basement, and have the run of the building.
Trigger-happy Landlord (-1 LP) - The landlord is always quick to demand payment.
No Privacy (Physical) (-3 LP) - Due to being one of the more visible buildings in the area, spying on the 'penthouse' is fairly easy.

Total: 5 LP (500 nuyen/month)
All right, so it isn't actually a 'penthouse' in the normal sense, but considering the area (Glow City), having the top floor of a small apartment building is as close as the neighborhood gets. Fortunately, drones are not as affected by radiation as, say, metahumans, which makes this area a fairly good place for a secondary residence. Security is no less stringent than it is at her primary residence, the only difference being that instead of being patrolled by Yakuza, the building is patrolled by ghouls (not all of them feral).

There's little in the way of comfort here. Basic furniture, and a single, older-model drone to do the housework, and cheap AR paint on the walls. Entertainment consists primarily of cheap trid and music, but at least it is better than nothing. The apartment covers 100 square meters, and has a nice patio with a view of the toxic zone. Non-perishable food and bottled water are the norm for when guests are over, and her closet contains similar clothes to her normal residence.

Total Lifestyle Cost: 5500 nuyen/month (1 month paid)

Left from resources: 1200 nuyen

Contacts (28 free Karma, 8 Karma paid)
Yamato (3C/3L) - Fixer, Yakuza
Yamato is a kobun in the Kanada-gumi in Redmond. While his jobs are primarily for the Yakuza, he does keep an ear out for other jobs as well.

Rose (3C/3L) - Arms Dealer
Rose (along with her Steel Lynx "Guns") is one of the new arms dealers who set up shop in Redmond just recently. She stays away from Ares products, especially after the whole 'Excalibur' thing burned a couple contacts she had (one quite literally, since it blew up in his hands).

Kylie Lowe (3C/3L) - Gang Lieutenant
Kylie is a lieutenant in the Desolation Angels. She travels widely through North America, and in addition to her duties as a gang leader, she seems quite knowledgeable about insect spirit activity in the region. She SURGEd recently after exposure to a manastorm, developing compound eyes, like those of a preying mantis.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0220:46>
Thought my contacts worked out right in Chummner, I'll have to rerun the math myself.  As for the commlink, it's a prop.  The Lifestyle is tagged as free, simply there for sake of completeness.

Trying to figure out a good way to get more of the street racer thing in, though.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/0225:29>
Are trodes what I picture?  Wires running to sticky things or suction cups attached to my forehead?  How would that not get in the way or at the very least look stupid?

Ok, since I had some time on my hands, I took a look at everyone's characters.  Feel free to ignore my comments, since they're mostly just my opinions and obersvations.

Aryeonos: You have 4 unused free contact points.  You wasted money on buying a lifestyle, since he said not to buy one and we all get a free month of medium.  Your starting money would be more than just 400.  Do you need Orgy AND Orgasm?  You can usually hit just a single person with Orgy if you need to.  You could have a spirit use Influence, instead of taking the spell.  I'm probably going to drop Alter Memory, so it's good that you have it.  Can nagas not use any form of armor?  You could wear an armored sock or blanket or something...  Your headphones have no sensor functions, are they only for listening to music?  Are you able to take hacked software at creation?

A4BG: You have 14 unused free contact points.  You also bought a lifestyle.  Are you planning to run around nude to benefit from the color changing skin?

RHat: I've never seen a technomancer before, so this will be exciting.  You have 10 unspect free contact points.  You also bought a lifestyle.  You didn't put an OS in your Sony Emperor.

Sichr: You need to change your character to a 750 Karma build.  You won't need to buy a lifestyle.  You would have a LOT of free contact points as the character is now.

I bought a lifestyle because I wanted to buy one using the Advanced Lifestyle stuff. The free one, I can only assume is basic Middle (if anything, I'll just use that free one as a Safehouse (http://rpg.drivethrustuff.com/product/99534/Shadowrun%3A-Safehouses?cPath=4543).

The Dynamic Coloration is more of a flavor thing, because I think it's cool.

Underspent on free Contact points? That is quite odd. The calculations in the generator had it so one more would cost Karma.
Just did the calculation manually, and I have 28 free Contact points and have 28 Contact points used.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0236:40>
I haven't found a way to get Chummer to calculate the free knowledge and contact points to fit this game.  I turned off the standard cha*2 contact points and int+log*2 knowledge points options, because it would confuse me when I tried to figure out what was what.  I'm sitting at -161 karma after using the free points.

Aryeonos used 24 out of 40 free contact points.
RHat's contacts are fine.
A4BG's contacts are fine.

Not sure why, but I started thinking it was CHA+Etiquette * 6 mid-review.  Sorry.   :-[
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/0239:28>
For the free Contact points, I just did the calculation myself after I had the Charisma and Etiquette I wanted, saved the character and then input the free points into the other option Chummer has for that.

For the free Knowledges, I--with permission from the GM--just used standard BP free Knowledge skills.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0242:21>
Awesome, I'm sitting on 0 Karma now.  Thanks, BG.

I have no comment on Mirikon's.  Mostly because I'm unfamiliar with AIs and Drones and.. also because that's a monumental read.  I like his writing style, though.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Yun on <05-01-13/0257:53>
I won't be able to further BP-> Karma conversion work on my mercenary till tonight as I have some family stuff to deal with right now.


[EDIT:] After looking at the posted characters, though, I think I might have to step back instead since Mirikon's drone/AI can do almost everything she can ... and better (not to mention more).  :o
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0311:14>
There's an entire section of the boards devoted to helping with character building.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-01-13/0335:57>
Just so nobody's confused about why I'm not posting as rapidly as the other day, I'm going to be at the hospital on Wednesday and expect it to take most of the day, so while I may be able to download your character files in the morning, I won't likely have much of a chance to sit down and compare everything and the initial plans. Thursday should be back to normal.

Also, since it looks like everybody's using chummer anyway, could everybody post their proposal in the prelim chummer file so I only have one format for everyone? That'll speed things up and make it a lot easier on me when I need to compare and evaluate. I've already got Aryeonos' chummer file, which was posted in a thread post about a page ago - you can either PM or post yours to the thread with the 'attach to post' option, whatever you find easier.

Also note that I don't have all of the books, so if you have something from one of the supplements like Milspec Tech I don't have the ability to check on anything in it, so that's not open for character creation. War! I'm leaving out because that's aimed at a different set of challenges than I expect us to be working with to start off. Those may change as we play, but for now keep in mind that the core books are preferred. Once I can get a run-down through chummer (which is good because it tells me what book something's from, even if I don't have the book), I'll be able to say if I have a problem with something or not. Until then, don't panic, I just need to be able to check things before we begin. If we're all using chummer, then BG's idea of just using its checkbox for knowledge points and then the 'bonus bp' for contacts should work. I'll have the chance to check it out after I get out of the hospital.

Regarding the provided month of lifestyle, yes it will be a provided safehouse at the target city of the first mission.

Party proposals (spots will be confirmed after I can start getting to the proposals Thursday):
All4BigGuns - elf B&E, basic combat support
Aryeonos - naga Face, mage
Mirikon - AI Street Sam with a side of Face
mtfeeney - elf mage/face
RHat - ork technomancer/rigger
Sichr - dwarf basic combat support, some stealth

Yun - I'll need to know what you're wanting to play before I can provide any feedback. As of yet I don't think anybody's covering the medic, so that will be something for all of you to keep in mind if you're still tweaking.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0405:05>
I'm more Face than Mage, and Aryeonos is more Mage than Face, so that works well.  Also, I have heal and a tiny bit of first aid, but it'd be best to not rely on me as the sole medic-type.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0419:23>
Well, this actually works out to be a nicely balanced party - two mages differently specialized, two matrix characters differently specialized, two characters with stealth capabilities, a nice spread of combat capability... 
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Yun on <05-01-13/0424:57>
Yun - I'll need to know what you're wanting to play before I can provide any feedback. As of yet I don't think anybody's covering the medic, so that will be something for all of you to keep in mind if you're still tweaking.

I've been working on the former-army-grunt mercenary character I had mentioned above. But with that niche well covered I'll create a medic instead tonight (probably non-magician since that field is also well worked).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/0429:41>
Might I suggest taking that concept, and adjusting very slightly into Combat Medic (http://tvtropes.org/pmwiki/pmwiki.php/Main/CombatMedic) territory?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0529:21>
Ok, here's mine.  Baron, go!  *throws his poke-shadowrunner-ball*
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-01-13/0551:04>
Sichr: You need to change your character to a 750 Karma build.  You won't need to buy a lifestyle.  You would have a LOT of free contact points as the character is now.

I will gladly do so :)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-01-13/0631:29>
Well, this actually works out to be a nicely balanced party - two mages differently specialized, two matrix characters differently specialized, two characters with stealth capabilities, a nice spread of combat capability...
Indeed. Looks like a well balanced crew. Oh, and obviously, Chikage doesn't carry all those weapons on any given run. The assault rifle and katana are her primary weapons, but she switches to the battle rifle when there might be a sniping situation (sure, battle rifles don't have as long a range as sniper rifles, but when's the last time you were sniping at extreme range on a run?), and the pistol for more clandestine affairs, where sneaking a weapon in is more important. The LMG and grenade launcher are for when her job is primarily to cause as big a distraction as possible.

It'll be interesting to see how an AI street sammy plays out. And yes, for those who read to the end, one of her contacts is a Desolation Angel. :)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/0704:48>
I have no idea what a Desolation Angel is.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-01-13/0725:41>
Gang of Mantis Spirit flesh forms. Strictly women (as queens are) and everything else you can expect from insect spirits. Originaly only CCZ located, but spread to whole UCAS lately...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/1326:50>
My contacts are the AB+ at C:5 L:5 Group 14 and the White Resistance at C: 3 L:3 G: 6 That should add up to 36 contact points, and chummer tells me the math is right.

Medium lifestile is on my sheet because Mithlas said we had a free month of medium lifestyle, and that's what it is. I only had 1 karma to spend on money, so I bought some really basic stuff. A functioning commlink, a mic and camera headset (think of the headset from Contact, but with a mild adhesive instead of a band). Some nanopaste trodes, because as far as I know they're reusable, and they'll look neat with the glow in the dark body paint. and the G3 because it's good for you

My character is covered in downy white feathers on the belly and overlapping 18-36 inch feathers on the more so on the ridge, and I have no hands, how exactly am I supposed to comfortably wear clothes?

I took orgasm and orgy as cheap incapacitating spells, they take up far less drain then other spells, and orgasm is easy to sustain at a high rating. Once I get more karma there are more spells I'd like to get, but I was rather satisfied with these.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-01-13/1712:03>
I have no idea what a Desolation Angel is.
The Desolation Angels are an all-female go-gang from Chicago, and they were actually around before Bug City. A good percentage of their leadership are actually flesh-form Mantis spirits, and they get their kicks going around and hunting other bug spirits, as Mantis spirits are wont to do. The gang has since spread out across North America. Also, Anne Penchyk(sp?) the lady who was General Yates's running mate before he was revealed as a bug, and then killed by a Mantis, happens to hang with the Desolation Angels now and then. She's also in charge of one of the bequests from the Big D's will.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/1724:20>
And somehow you have the good bug spirits as a contact?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-01-13/1729:22>
1) I figured no one had thought about doing it before.
2) What does an AI really have to worry about with bug spirits?
3) Seemed like fun.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/1730:16>
Make sense to me
so if we need to kill other bug spirits or capsize a government or corp we'll have it covered.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/1848:01>
Make sense to me
so if we need to kill other bug spirits or capsize a government or corp we'll have it covered.
That's the spirit! I like your enthusiasm.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/1910:58>
Also, given enough time, I can turn people into my own personal thralls/sleeper agents, though I just like referring to them as pets.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/1931:11>
My contacts are the AB+ at C:5 L:5 Group 14 and the White Resistance at C: 3 L:3 G: 6 That should add up to 36 contact points, and chummer tells me the math is right.
Right, you have 36 points of contacts.  You have 40 points for free contacts.  6 Cha + 4 Etiquette) * 4.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/2103:42>
Also, given enough time, I can turn people into my own personal thralls/sleeper agents, though I just like referring to them as pets.

There's also the idea of using spirits to boost other members of the group in a jam.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2138:13>
Plausible, but I'm a Psionicist, so I use spirits... less... I believe they're psionic manifestations. Though my character believes in a slightly looser more paranormal version of Psionics.

But yeah, I can bring up spirits of men, though I have little experience doing that, so I'm up for pointers with using spirits.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/2145:14>
I figured it would be more in the lines of using those manifestations to augment others.  Though that does raise the question of what the spirits would want to do when possessing someone.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2149:37>
My will essentially, and their eye colour will change, and they'll say "We've Won" to the nearest person.

I've never employed spirits myself, I'm aware of the general rules surrounding them, I just haven't used them. So tips and tricks I'm open to.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/2212:17>
I used to be hesitant to use them. Then I realized how useful and powerful that were, and I started keeping one with me at all times.  They can use as many powers a their magic score.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2231:23>
I'll probably have them assist me implant memories and keep my pets restrained until they don't need to be. In another game I was able to handle a single person without difficulty, and after about 5 hours he had a good 24 or so new memories. But if they're stronger or I have to keep allot people detained I might look to conjuring up a few to help out. I specialized in spirits of man because it was the only thing as a psionicist I could reason out.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-01-13/2311:15>
Remember that you can only have 1 unbound spirit at a time. You can have as many bound as your charisma site. They have tons of useful powers, like movement and concealment.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2322:13>
To bind a spirit it costs karma though, and they still run out of services, if I recall correctly.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/2346:47>
Binding costs ritual materials, which cost nuyen.  Karma is only involved in Long Term Binding, where the spirit ceases to be counted against your spirit total and is kept at a specific service for a year and a day.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2349:27>
aah, well that's fair enough. I probably won't be binding all too often then, Ritual + Science =/= Psyionics.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/2351:02>
aah, well that's fair enough. I probably won't be binding all too often then, Ritual + Science =/= Psyionics.

You could consider the 'ritual materials' to be crystals and whatnot with the actual 'ritual' being a period of meditation.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-01-13/2351:55>
That's the thing - the exact form it takes varies based on tradition so that it's appropriate.  There's a very loose framework of "consumes stuff worth this much, and takes this much time".
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-01-13/2354:39>
I was thinking about new wave hipty dipty stuff, so, should it occur it would take a similar form to that. Probably in specially attenuated materiel. Or TESLA COILS
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-01-13/2358:43>
I was thinking about new wave hipty dipty stuff, so, should it occur it would take a similar form to that. Probably in specially attenuated materiel. Or TESLA COILS

I mainly suggested crystals because crystals and psionics kind of go together like oil and vinegar.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/0002:10>
Indeed, along with magnets, copper things, and spoons.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/0003:04>
Indeed, along with magnets, copper things, and spoons.

There is no spoon.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/0016:07>
Indeed, along with magnets, copper things, and spoons.
I'm sold.  Your new binding materials are spoons.  You have to sacrifice a sufficient number of spoons to manifest an entity.  Make it so.  *gets in his captain's chair*
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/0017:55>
Aye Aye captain, jumping to conclusions ... NOW *Booowwweeeeee*
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-02-13/0019:31>
Indeed, along with magnets, copper things, and spoons.
I'm sold.  Your new binding materials are spoons.  You have to sacrifice a sufficient number of spoons to manifest an entity.  Make it so.  *gets in his captain's chair*

It is not the spoon that is sacrificed, but you.

That said, the notion of a binding somehow consuming 3000 nuyen worth of spoons is, in a word, hilarious.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/0021:37>
It's only funny until you meet his Spoon Golem.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-02-13/0022:39>
And this is why prepared vessels can be awesome.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/0025:43>
Also, since it looks like everybody's using chummer anyway, could everybody post their proposal in the prelim chummer file so I only have one format for everyone?

I don't trust renaming the '.<blah>' portion of a file in maintaining a file's integrity, so I can't post such a file here. (Personal idiosyncrasy stemming from paranoia of the file becoming corrupted. Whether others have succeeded or not does not change the issue.)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/0030:02>
put the file in a zip file, real easy, that's how I did it. You could change the file extension, it's just going to change a few bits, and then your computer has a catalogue of files that go to what program it's not actually modifying the integral data.

But yes, magnetic, crystaline copper, spoons. Shaped into a golem.

Not as bad as the time I gave our party's tank (Massive Iguana, Pathfinder) a few gold to buy some drink, doing the math he somehow magically came back with some 40'000 pounds of weak alcohol.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/0033:41>
put the file in a zip file, real easy, that's how I did it. You could change the file extension, it's just going to change a few bits, and then your computer has a catalogue of files that go to what program it's not actually modifying the integral data.

Just because it worked for a couple people doesn't mean those people didn't get lucky. I don't trust it, and really, I don't see it as a necessary thing. The characters can be posted in other forms (as many have already been).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/0034:59>
I don't know why this site doesn't allow attaching .chum files, but the reason he wants a chummer file is so he can verify your karma expenditure and the page references for everything you purchased.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-02-13/0037:06>
put the file in a zip file, real easy, that's how I did it. You could change the file extension, it's just going to change a few bits, and then your computer has a catalogue of files that go to what program it's not actually modifying the integral data.

Just because it worked for a couple people doesn't mean those people didn't get lucky. I don't trust it, and really, I don't see it as a necessary thing. The characters can be posted in other forms (as many have already been).

Right click > Send To > Compressed (zipped) folder.  System does a formal compression to a zipped folder, which should be attachable.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/0059:26>
put the file in a zip file, real easy, that's how I did it. You could change the file extension, it's just going to change a few bits, and then your computer has a catalogue of files that go to what program it's not actually modifying the integral data.

Just because it worked for a couple people doesn't mean those people didn't get lucky. I don't trust it, and really, I don't see it as a necessary thing. The characters can be posted in other forms (as many have already been).

Right click > Send To > Compressed (zipped) folder.  System does a formal compression to a zipped folder, which should be attachable.

That one is more like it and helpful (thought that it required the 'paid for' version of winzip or other such to do it (again, really hate just changing suffixes because of what it can do with types like .dll files and whatnot).

Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-02-13/0300:51>
Also, since it looks like everybody's using chummer anyway, could everybody post their proposal in the prelim chummer file so I only have one format for everyone?
Don't have chummer, don't bother with it. I modified the Excel sheet I made to do SR characters to do karmagen, and did it up in that, since there were variant rules I didn't feel like trying to program into Hero Lab.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/0306:53>
That sounds awesome, care to share?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/0313:31>
As a standardized resource it's quite nice to have everyone's chummer file, I can easily tab through my players character sheets instead of having to jump around the thread for an hour trying to find where they left it, why wouldn't you use chummer?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/0322:49>
As a standardized resource it's quite nice to have everyone's chummer file, I can easily tab through my players character sheets instead of having to jump around the thread for an hour trying to find where they left it, why wouldn't you use chummer?

He probably doesn't see any need since he has that Excel sheet. I don't really know Excel, so I don't have that option--that's why I got Chummer (kept it because HeroLab is way too fragging expensive, though I'd have it if it were fully functional for all sources for the cost of a single source book--as it SHOULD be).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-02-13/0334:18>
As a standardized resource it's quite nice to have everyone's chummer file, I can easily tab through my players character sheets instead of having to jump around the thread for an hour trying to find where they left it, why wouldn't you use chummer?
Because I don't really need it. And really, making an Excel sheet for Shadowrun is child's play. Just a lot of tedious nested IF() statements. The one I converted was the stripped down one I made for AIs. The real problem is that with karmagen you can't make a nice simple auto-calculating statement, since the costs don't scale linearly. There's a limit to how many nested IF() statements you can make, which becomes a problem when setting it up to calculate the karma cost of attributes based on metatype, or setting it up to display the proper cost of base skills, specializations, and skill groups. The coding isn't difficult if you ever covered Boolean logic in math, but it is time consuming to set up. Once you have the template, however, you can use the sheet as many times as you like.
Title: Re:
Post by: Sichr on <05-02-13/0338:51>
When character is created in chummer, it can be uploaded to 'omae' and can be shared with no further complications with all improvements and such. IMO the second best advantage the program has, next to being free and actualized.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/1016:06>
Could someone give me a rundown of how this actually works?  I've read through a few pages of the other games, but I don't quite get it.  They use different colors for different types of information, which I get even if I don't understand how you change the color.  How do you roll?  What are the rules about when you can or can't post?  What if someone asks your character a question and you don't see it for a few hours because you're in bed, but then 5 people post in the meantime?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-02-13/1545:24>
grr mz progress is slow. Can someone give me a deadline< That alwazs work  :P
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/1715:26>
When I say it's nice to have, I'm not talking about you guys, as a GM it makes matters FAR more simple than having to work with each and everyone's own personal format. Chummer is stupidly easy to use, and it's built exactly for shadowrun calculations.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-02-13/1739:57>
Ah, but has it added Rigger 4 yet?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-02-13/1758:22>
IDN for sure, but I`ve heard it will cost 20 USD for the other one ;)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/1800:44>
All I'm saying is that it makes the GMs life that much easier, it wouldn't be that hard to replicate your character on chummer and post it up.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-02-13/1814:19>
working on it :P and on ten other things also...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/1819:18>
That's the spirit!
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-02-13/1915:50>
As long as you're working on it, then I can get to it. The main issue is that I'd like to have one format for everybody - I had a temp job as a professor's assistant in the literature department one summer, and it was extremely hard work because almost everybody had a different format, so I couldn't just use one schema to quickly analyze and grade them all.

Chummer's got advantages of adding things up for you (which can also be done in Excel - that's how I start all of the characters I make), as well as marking where everything's from. This makes it easy for me to say "aha! That's from Gun Haven, and I don't have that, so it's not valid" - without that I would look at it, wonder if I'd forgotten it from somewhere else, and then spend hours looking through the books for it.

Speaking of, I've finished going through a couple of character proposals and have this feedback currently, focusing on the biggest red flags for now:
@ mtfeeney: Baron has a mafia don at C6L6, but no Made Man quality or background for such a powerful, loyal figure.
Baron has multiple prejudices, but no background/history regarding ANY prejudice. A single prejudice is easily something that could be a recent acquisition or buried across the important portions of a character's history, but 3 of them is too much not to have something tying into backstory.
You have Initiated 3 times, but I'd rather not start with so much to start with. Maximum initiation for character creation: 1. You'll have the opportunity to initiate more than once as the game progresses. Also: if you want group initiation or ordeal on your initiation, there needs to be a strong background reason for it (since you're not having to deal with any of the trouble of gaining it in play), but you have nothing to tie it in.
You have a powerful magic group, but no contact for it and no character history for it. One of those two has to be present for something as powerful as a magic group on character creation. You have SINer, but if this is supposed to be your link it doesn't say what nation/corp you're linked to - is it Tir Tairngire?
Your background seems to tie relatively well into your attributes and skills (nothing about being awakened, but you're not a Spellcasting 6, so no big deal).

@ Aryeonos: Chinese is a language family (http://en.wikipedia.org/wiki/Languages_of_China) that includes over a half-dozen dialects/languages. For simplicity's sake, we can say that this world has Mandarin (the official state language) and Canton or Cantonese (southern and diaspora common language), both mentioned explicitly in a couple books in Shadowrun 4E.
(http://upload.wikimedia.org/wikipedia/commons/thumb/5/55/China_linguistic_map.jpg/300px-China_linguistic_map.jpg)
You've requested Flashbacks, but don't have any character background bio/history that ties into it - qualities are great for fleshing out characters, but I'd like them to be something that is directly relevant to the character and the past that made him/her what it is.
You have different corps linked to your SINer and Records on File - unless you have a character history reason for this, I would recommend that they be the same entity.
Your character is a Naga with a phobia of snakes - there's got to be some interesting background or past event(s) for that.
Your commlink is custom and all of your programs are hacked, but you're not a hacker, don't have a hacker contact, or background of hackers/hacked programs. At least some background would help prop this up.
Your skills and role seem to be well-defined.

@ Mirikon
I want a file from you (even if it's excel, even the mac computers on campus can read that) to make it easier to go over what you have.
I'm not allowing Ultrawideband Radar (the sensor or cyberware) on character creation.
I don't know what books the Shiawase Arms Tactical Model 73, SIG Sauer 574, Nemesis Arms Praetorian, or HK MG-14 are from, but I don't seem to have them so I can't okay it.
Contacts look good, and I like the description you give for the lifestyles to make them seem like places instead of "point arrangement 5274".
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-02-13/1924:31>
Damn. I like sniping people through a wall! As for the guns, Shiawase Arms Tactical Model 73 is in Gun Heaven 2 (pg 31), SIG Sauer 574 is in Gun Heaven (pg 31), Nemesis Arms Praetorian is in GH2 (pg 19), and HK MG-14 is in MilSpec Tech 2 (pg 22). I can provide PDFs of the individual pages or game text word for word if need be.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-02-13/1935:56>
If you want to send the PDF pages then I should be able to read the important info (stats, costs and availability over the world, company of origin, general look implying how bulky, strong, or whatever else it might be). Once I can see what the gear actually is then I'll be able to decide if it's too high-end for how I want to start the game - though with two SURGE'd and a Naga, this game may be heading Pink Mohawk.

I might have to keep a counter for City Blocks Leveled So Far.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-02-13/1939:03>
@ mtfeeney:
1) Baron has a mafia don at C6L6, but no Made Man quality or background for such a powerful, loyal figure.
2) Baron has multiple prejudices, but no background/history regarding ANY prejudice. A single prejudice is easily something that could be a recent acquisition or buried across the important portions of a character's history, but 3 of them is too much not to have something tying into backstory.
3) You have Initiated 3 times, but I'd rather not start with so much to start with. Maximum initiation for character creation: 1. You'll have the opportunity to initiate more than once as the game progresses. Also:
4) if you want group initiation or ordeal on your initiation, there needs to be a strong background reason for it (since you're not having to deal with any of the trouble of gaining it in play), but you have nothing to tie it in.
5) You have a powerful magic group, but no contact for it and no character history for it. One of those two has to be present for something as powerful as a magic group on character creation.
6) You have SINer, but if this is supposed to be your link it doesn't say what nation/corp you're linked to - is it Tir Tairngire?
7) Your background seems to tie relatively well into your attributes and skills (nothing about being awakened, but you're not a Spellcasting 6, so no big deal).
1) On one of his previous runs, he managed to save the Don's daughter's life and bring her home.  Her father was "eternally grateful".  Baron isn't in the mafia, so he's no made man.  He just happened upon a lucky situation.
2) He's the child of a Tir Tairngire pseudo-Noble.  He was raised believing in the fact of elven superiority.  I hope to eventually buy these prejudices off, assuming the other races earn it during the story.
3) Sorry, I didn't know there was a cap on chargen initiation.  I'll drop these back when I get home in a few hours.
5) He's a member of an international initiatory group based out of the Tir.  While the group itself is huge, there are only 8-9 members in any major city.  The members are mostly former students of the magic school Baron attended(I don't remember if I wrote about this school in his background, but it's his biggest knowledge skill).
4) His first ordeal would be the oath.  After that, I just assumed he used meditation.  He has a fair chance of making the rolls on init#2 and easily does init#3.  Oath and Asceticism are the only ordeals that can't be repeated.  As a member of an initiatory group, he automatically gains the benefit of the group for initiation.  His bros have his back, and all that.
6) He's a citizen of Tir Tairngire, the son of upper echelon nobles.  I thought I had that in his background, I need to rewrite it tonight.
7) Thanks, and sorry about not mentioning magic.  I don't know how it slipped my mind.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-02-13/1948:58>
If you want to send the PDF pages then I should be able to read the important info (stats, costs and availability over the world, company of origin, general look implying how bulky, strong, or whatever else it might be). Once I can see what the gear actually is then I'll be able to decide if it's too high-end for how I want to start the game - though with two SURGE'd and a Naga, this game may be heading Pink Mohawk.

I might have to keep a counter for City Blocks Leveled So Far.
Give me an email addy, and I'll send 'em over, along with the excel sheet when I'm done replacing the ultrawideband radar.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/2033:42>
Oh wow, did I really put in chinese in the language field? I must've just been trying to fill up the knowledge skills at that time. I usually specify. In his case, since he was raised and trained by MCT, he'd know the more common Mandarin chinese, (If that's still the mainstay national language of china by 2070). Otherwise most my characters have at least a couple points in Cantonese.

I'll PM his background to you.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-02-13/2042:36>
If you want to send the PDF pages then I should be able to read the important info (stats, costs and availability over the world, company of origin, general look implying how bulky, strong, or whatever else it might be). Once I can see what the gear actually is then I'll be able to decide if it's too high-end for how I want to start the game - though with two SURGE'd and a Naga, this game may be heading Pink Mohawk.

I might have to keep a counter for City Blocks Leveled So Far.
Give me an email addy, and I'll send 'em over, along with the excel sheet when I'm done replacing the ultrawideband radar.

I'll second the request for an email address.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-02-13/2228:27>
I take it Mirikon and A4BG probably have all the books and .pdfs that I do so I won't bother you for an emal (I never use mine anyway, if I can help it.)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/0003:48>
No point in sending the info on the AM-47. I can't buy the ammo for it because of High Power Chambering, which I overlooked while drooling over the other standard features.

Here's updated.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0101:48>
You could remove HPC from the gun, you won't get the slots back, but depending on how Mithlas rules high powered chambering you might not need it. As far as big rifles go, I've always liked the PSG Enforcer, or the PJSS Model 55 modded with 2 extra barrels.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/0103:08>
You could remove HPC from the gun, you won't get the slots back, but depending on how Mithlas rules high powered chambering you might not need it. As far as big rifles go, I've always liked the PSG Enforcer, or the PJSS Model 55 modded with 2 extra barrels.

Already switched it out for the Barrett 121.

Did realize why I don't even think twice about it though...it's in the Runner Black Book 2074, and I got that for Christmas.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0111:13>
Call it a VKS (http://en.wikipedia.org/wiki/VKS_sniper_rifle), because that's what the artwork is of. It always urked me that they had artwork of a Barret, but called it an Ares gun, and then called the Russian silenced 12.7mm special forces sniping rifle a Barret.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/0114:45>
Call it a VKS (http://en.wikipedia.org/wiki/VKS_sniper_rifle), because that's what the artwork is of. It always urked me that they had artwork of a Barret, but called it an Ares gun, and then called the Russian silenced 12.7mm special forces sniping rifle a Barret.

Meh. It's not a big enough deal to worry about, in my opinion. Just is a shame that the AM-47 requires High Power ammo because the look is cool, I think--I won't try removing a stock mod like that without explicit permission.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/0122:30>
I like the Shiawase Police Response. Not as powerful as the Barrett, but it is cheaper, and has a better ammo capacity. Though I usually move up to a Barrett when I can, and start getting APDS ammo at the same time. Most of the time, though, a Sporting rifle is enough for sniping needs, and it is easier to carry one without raising red flags from the cops, for when you need to blend in.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/0126:19>
Sporting rifle is what I usually go for. I just wanted to do something different this time.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0128:23>
I'd personally go the sporting rifle route but.

It'd be a full 10'075 Nuyenz cheaper to get the AM-47 and either ask the GM to allow you to use regular ammo in it without the bonus +2 DV - 2 RC of HPC or allow you to remove the HPC. Another route would be to give the High Power Chambering the Modular Weapon Modification mod (let's say mod some more) and switch down to a regular chamber until the need arises for High Powered ammo. Personally I just rule High Powered ammo as its own thing and allow regular ammo in the sam chamber, but that's me.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0316:43>
So, seriously, can someone tell me how we do this?  I understand roleplaying, I understand how the game works, I can figure out the color coding(although I wish there was a standard color coding set)... I have no idea how to roll.  I see their rolls are somehow links to a site called invisible castle or something, but that doesn't explain anything.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/0318:24>
Site's invisiblecastle.com.  Go there, hit the "Roll Dice" link, should be clear from there.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0324:18>
this is just the recruiting thread, when our GM gets back he'll make an out of character thread where we discuss stuff out of character, usually "How should I roll for this", or "what do we see", or "what do I see", and questions about what in character knowledge we have, pretty straight forward. The IC thread is where we narrate our own actions, as far as we can without needing to roll, and then the GM just paints the picture around us, and does what a GM does.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/0325:26>
So, seriously, can someone tell me how we do this?  I understand roleplaying, I understand how the game works, I can figure out the color coding(although I wish there was a standard color coding set)... I have no idea how to roll.  I see their rolls are somehow links to a site called invisible castle or something, but that doesn't explain anything.

I say don't worry about the 'color coding' thing and just use standard writing practices for dialogue--possibly with italics for thoughts if you really need that much differentiation for them.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0327:51>
also something that gets me is, sometimes the PCs will write in a different tense than the GM, so pay attention to how the GM writes, and you can get your own narrations to fit really nicely with theirs.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0331:14>
I was going to ask about that.  Is it supposed to be present tense?  Or past tense like a story?

"Baron picks up a book.  He says "blahblahblah""?
or
"Baron picked up a book.  He said, "blahblahblah""?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0337:59>
Past tense sounds better to me as a collective writing stance, since present tense is usually for 1st person narratives. I think 3rd person narrative is what we do here, or would add up to a cohesive writing form....now I'm overthinking...
watch what we do, and if it doesn't look like crap, do that.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0356:16>
How often does Edge refresh in PbP games?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0357:53>
no idea, but probably when the story reaches a calm for a while. Also, critical successes recover edge.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0401:20>
I won't hold my breath.  I've never seen a critical success. So I guess I won't be investing heavily in Edge.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/0451:34>
So, seriously, can someone tell me how we do this?  I understand roleplaying, I understand how the game works, I can figure out the color coding(although I wish there was a standard color coding set)... I have no idea how to roll.  I see their rolls are somehow links to a site called invisible castle or something, but that doesn't explain anything.

I say don't worry about the 'color coding' thing and just use standard writing practices for dialogue--possibly with italics for thoughts if you really need that much differentiation for them.

Oh, please DO colour code - it makes it a lot easier to read overall, especially when it comes to distinguishing different channels of communication.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0510:31>
I'll do my best, but I make no promises if I'm posting from my phone.  I do see the merit in coloring things, but at the same time... if you write well, you don't need colors to make the distinction.
Title: Re:
Post by: Sichr on <05-03-13/0518:10>
With tenses in PbP I am a bit fucked up, I have real mishmash in that in english. I just hope my posts will be at least comprehensible.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/0519:34>
When you're talking telepathically, over chat, and in a DNI Phone call, as well as swearing at the club owner over the roar of the music, it helps to at least have tags and separate paragraphs. Good narration helps too.

As far as I recall your tenses seem to stay consistent, Character reference though, that's a bit trickier. Weather to identify yourself by name or pronoun, and make it work with the GMs narrative is a bit more difficult. I suppose you need a feel for that.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/0549:32>
Updated/changed.

Changes:
removed initiation 2 and 3
increased spellcasting from 4 to 5(fixes an error where I had too many starting spells)
increase stealth group from 0 to 1
linked stealth skills to shadowrunning basics knowledge skill
reduced logic from 4 to 3
increased binding from 1 to 4
added specializations to binding and summoning(spirits of man)
decreased Japanese from 4 to 3
decreased Sperethial from 3 to 2
reduced Corporate Interactions from 3 to 2
major updates/changes to background and info


Stats
== Info ==
Street Name: Baron
Name: Reginald Farnsworth
Movement: 10/25, Swim: 6
Elf Male Age 64
Height 6'5" Weight 125 lbs.
Composure: 13
Judge Intentions: 12
Memory: 8

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

== Derived Attributes ==
Essence:                   6
Initiative:                6
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         9
Matrix IP:                 1
Physical Damage Track:     9
Stun Damage Track:         11



Skills
== Active Skills > 1 ==
Arcana                     : 1                      Pool: 7
Assensing                  : 1                      Pool: 8
Astral Combat              : 1                      Pool: 6
Binding                    : 4 [Spirits of Man]     Pool: 10 (12)
Con                        : 4                      Pool: 20
Counterspelling            : 4 [Combat]             Pool: 10 (12)
Disguise                   : 1                      Pool: 8
Dodge                      : 2                      Pool: 4
Etiquette                  : 4                      Pool: 20
First Aid                  : 1                      Pool: 7
Infiltration               : 1                      Pool: 3
Intimidation               : 1                      Pool: 14
Leadership                 : 4                      Pool: 20
Negotiation                : 4                      Pool: 20
Palming                    : 1                      Pool: 3
Perception                 : 1                      Pool: 8(11 Vision)(15 Sound)
Pistols                    : 2 [Semi-Automatics]    Pool: 4 (6)
Shadowing                  : 1                      Pool: 8
Spellcasting               : 5 [Manipulation]       Pool: 11 (13)
Summoning                  : 1 [Spirits of Man]     Pool: 7 (9)

== Knowledge Skills ==
Magic School               : 8                      Pool: 14 - Linked to: Arcana, Assensing, Astral Combat, Binding, Counterspelling, Perception, Spellcasting, Summoning
Shadowrunning Basics       : 4                      Pool: 11 - Linked to: Disguise, Dodge, First Aid, Infiltration, Palming, Pistols, Shadowing
Corporate Interactions     : 2                      Pool: 8 - Linked to: Con, Etiquette, Intimidation, Leadership, Negotiation

== Language Skills ==
English                    : N                      Pool: 0
Japanese                   : 3                      Pool: 10
Sperethiel                 : 2                      Pool: 9
Cantonese                  : 1                      Pool: 8



Contacts/Qualities/Spells
== Contacts ==
Cpt. Sean Flannigan, Lone Star Captain (5, 5)
Don Anthony Gambino, Mafia Don (6, 6)
Henrietta Montclaire, Talismonger (3, 4)
Quick Ben, Fixer (4, 4)
Raven, Decker (5, 6)

== Qualities ==
Changeling (Class II SURGE)
Distinctive Style
Erased (1 Week)
Extravagant Eyes
Glamour
Impaired Attribute (STR)
Low-Light Vision
Magician
Prejudiced (Common, Biased) (Orks)
Prejudiced (Common, Biased) (Trolls)
Prejudiced (Common, Biased) (Dwarves)
SINner (Standard) (Reginald Farnsworth)
Thermographic Vision

== Spells ==
(Tradition: Black Magic, Resist Drain with WIL + CHA (13))
Deflection                 DV: (F÷2)+1
Fashion                    DV: (F÷2)
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Mana Window                DV: (F÷2)
Mob Mind                   DV: (F÷2)+4
Physical Mask              DV: (F÷2)+1
Shapechange                DV: (F÷2)+2
Stunball                   DV: (F÷2)+1



Gear
== Armor ==
6 Tees urban fashion (Horizon)0/0
   +Insulation 6
Form-Fitting Full-Body Suit6/2
   +Chemical Protection 3
   +Nonconductivity 6
SecureTech PPP Armor (Ensemble)2/4
   +Fire Resistance 5
   +YNT SoftWeave

== Weapons ==
Ares Predator IV
   +Concealable Holster
   +Silencer
   +Additional Clip, Pistol
   +Chameleon Coating
   +Personalized Grip
   +Skinlink
   +Smartgun System
   Pool: 6 (8)   DV: 5P   AP: -1   RC: 1
Unarmed Attack
   Pool: 1   DV: 1S   AP: -   RC: 0

== Commlink ==
Custom Commlink (5, 5, 6, 3)
   +Custom Commlink OS [Firewall 6, System 5]
   +Empathy Software Rating 5
   +Subvocal Microphone
   +Trodes
   +Nonstandard Wireless Link Rating 6
   +Armor Case Rating 6
   +Biometric Lock
   +Hardening Rating 6
   +Eurosoft Clavicula [Decrypt 5, Encrypt 5]
   +FTL Matrixware Power Suite [Analyze 3, Browse 4, Command 2, Edit 4, Purge 4, Scan 2]
   +Skinlink
   +Optimization (Empathy Software)
   +Noise Analysis Software Rating 5
Disposable Commlink (1, 2, 1, 3)
   +Disposable Commlink OS

== Gear ==
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Stick-n-Shock (Heavy Pistols) x30
Backpack
Contact Lenses Rating 3
   +Vision Enhancement Rating 3
   +Image Link
DocWagon Contract: Basic
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Spatial Recognizer
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
Fake SIN (Steel Johnson) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Fake SIN (Phillipe ValJean) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Commlink Software & Upgrades) Rating 4
   +Fake License (Magical Implements) Rating 4
Goggles Rating 6
   +Flare Compensation
   +Smartlink
   +Vision Magnification
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
Spare Clip (Ares Predator IV) x4
Sustaining Focus (Manipulation) (Bonded Foci) Rating 3
Trauma Patch



Info
== Description ==
Often dressed in the latest fashion, Baron cuts a fine figure. His physical beauty is matched by his sparkling personality, which frequently leaves people stunned.

== Background ==
Reginald(never Reggie) was the first and last child born to Tirstan Farnsworth and Celeste Merdeux-Farnsworth. Tirstan was(is) the president of BioCHEMZ, a healthcare product manufacturer/designer/supplier. Celeste, herself a daughter of a French nobleman sent to the Tir as a diplomat, worked directly with several of the Princes on the Council. As the only son of two influential and busy parents, Reginald was left to his own devices more often than not. Somewhat less physically capable than the other children, he nonetheless displayed a sharp mind and an indefinable quality of personality and personal presence that frequently put him in a position of dominance over them.

He discovered is gift for magic early in life, and his father was overjoyed. He was sent off to the prestigous Magic Academy of Tir Tairngire. While there, he was tutored in all manner of magic along with other, more mundane subjects. He graduated from the academy early, something his father viewed as an omen of Reginald's bright future. He showed a particular aptitude for the Manipulation Magics, no doubt linked to his knack for manipulating without using magic.

When he matured and finished his schooling, his father acknowledged Reginald's lingistic abilities and employed him as an international negotiator. The following 3 years of work were lucrative and fairly easy, but Reginald become lax in his duties, concentrating on his magical abilities instead Throughout the following year, his work was laced with small errors of judgment, culminating in a huge breakdown of communication during a crucial negotiations meeting with a prospective buyer. His father, furious that Reginald could "throw his life away" in this way despite all of his natural gifts, sent him out into the world to make his own way as penance for taking his father's charity for granted.

Once on the streets, Reginald found it was difficult to secure employment without using his parents' names as leverage. He finally got an offer to join a group on a 'joint adventure', which ended up being his first shadowrun. He immediately fell in love with the excitement, although the danger left him sometimes overcome by paranoia. He currently works to hone his rather formidable magical and social skills, looking for what feels like an englightened truth on the horizon.

== Concept ==
Main Face/Mage

== Notes ==
Quick Ben - Fixer - As the primary source of Baron's runs, QB has been there from the very beginning. He watches Baron grow into one of his most reliable runners with pride.

Cpt. Sean Flannigan - Lone Star Captain - The Captain owes Sean for covering up some past indiscretions that were threatening his career. Initially, their relationship was tense. Once Sean realized that Baron wasn't going to blackmail him, their relationship grew into true friendship and unshakable loyalty.

Raven - Decker - One of Baron's original and longest-standing teammates, Raven has watched his back countless times. He, in turn, has saved her ass... along with bringing in creds for her. As they were both neophytes in the runner's world, they built the bonds of comradery seen rarely outside of war.

Don Anthony Gambino - Mafia Don - The Boss - The Big Man - The Don's daughter was kidnapped by a group of radicals that wanted to coerce him into aiding their efforts at destabilizing the UCAS Government. Baron was sent in with a group of talented individuals... and was the only one to come out alive. With the Don's daughter. The Don offered Baron a spot in his crew, but the Baron declined. The Don offered Baron a spot in his family, but again Baron declined. Very, very politely. The Don seemed to understand and swore limitless and undying gratitude for saving his only daughter, Giselle, from sure death once he refused to help the terrorists. Baron doesn't speak about what happened during the run.

Henrietta Montclaire - Talismonger - Henrietta Montclaire is an agent of Baron's father. It's not a secret. She has access to the goods, and she usually gives a discount if Baron gives her a brief summary of his exploits to send to his father. She is compensated in turn by Tirstan.

Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1453:13>
Son, you're going to break your wrist with that gun, if your hand can even fit around it.
Other thing;  how, or where did he learn manipulation spells? Those are highly regulated and very illegal.

Also, why take thermographic vision when you already have low light vision? All it takes is a small glowstick and you can see as if it were broad daylight, even then finding total darkness is rare. You might consider keen eared instead, might make it easier to spot more subtle changes in people's voice. I wouldn't really know what to suggest because I can't really see the theme.

I like his upbringing and family business tie in though, but it needs more disgrace! However, from the father's perspective it makes total sense, I liked how it was worded. But how did his father react when he SURGEd? That's a pretty dramatic thing to happen.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/1455:49>
The original version of the character I posted had Thermographic added as part of her SURGE. I did it before because I liked the idea of having both.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1510:28>
I dunno, I see it as a waste of 10 karma. Things like broad auditory spectrum, keen hearing, or claws seem more useful to me. Also, no one ever picks mood hair or bioluminescent.

I mean, come on how could you say no to that?
(http://upload.wikimedia.org/wikipedia/commons/3/3c/GFP_Mice_01.jpg)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1752:23>
Son, you're going to break your wrist with that gun, if your hand can even fit around it.
Other thing;  how, or where did he learn manipulation spells? Those are highly regulated and very illegal.

Also, why take thermographic vision when you already have low light vision? All it takes is a small glowstick and you can see as if it were broad daylight, even then finding total darkness is rare. You might consider keen eared instead, might make it easier to spot more subtle changes in people's voice. I wouldn't really know what to suggest because I can't really see the theme.

I like his upbringing and family business tie in though, but it needs more disgrace! However, from the father's perspective it makes total sense, I liked how it was worded. But how did his father react when he SURGEd? That's a pretty dramatic thing to happen.
First off, how dare you comment on my character?   >:(  No, seriously, I love it.  Thanks.   ;D  I'm usually tempted to post any character I make on the chargen forum.  So let's see...  The gun is a last resort, and yeah... he's afraid of using it still.  Manipulation magic is taught by the Magic Academy to advanced students who show a gift for it.  I don't know if they're legally allowed to or if they just bend the rules for the exceptional students.  I honestly didn't know what to take with the 10 extra karma points or SURGE.  Honestly, useless thermographic sounds better to me than 1 extra point to hearing perception, and broad auditory spectrum sounds awful.  I'll see what else is possible.  I ended up with thermo because it was eye-based and his eyes are one of his key characteristics.  As for disgrace, there really isn't much.  His father doesn't hate him, he just thinks that he needs to "grow up", so to speak.  I think his family isn't 100% sure about what changed with him.  They attribute it to a burgeoning of his magic, rather than the gene-altering body-warping SURGE.  He didn't turn into a monster, so they don't think that's what happened to him.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1810:21>
Does invisibility fool thermographic vision?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/1816:23>
Does invisibility fool thermographic vision?
What kind of invisibility? And what kind of thermographic vision?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1820:55>
Invisibility spell and natural thermographic vision.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1822:31>
Then it would fool a living thing, but not an electronic one.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1824:44>
It's not a question of physical or mana.  I'm asking if invisibility fools thermal sensing or if it's just normal light-bouncing vision.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/1828:12>
Then yes. But it would not defeat the guy next to him, with thermographic goggles or cybereyes. Or the surveillance camera in the hall. You need the Physical version of the spell for that. And even the physical version fails against someone with ultrasound.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1830:07>
The only thing that trumps ultrasound, or Ultrawideband would be the Signature Masking mod for vehicles and drones, or a custom spell.

Also the Chaff spell, but that just scrambles sensors in general.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1830:44>
Ok, thanks for clearing that up. I assumed it did, but then I read about the thermo sense organ.  It can sense the heat from invisible people.  I guess the key is that it isn't an eye, so the magic doesn't fool it somehow.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-03-13/1831:59>
Cybereyes are fooled the same way as natural senses. being paid by essence, are part of objects aura and mana spells are affecting them laso. But this is discussion for different thread.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1832:19>
Thermographic vision doesn't see heat, it sees infra-red radiation. A thermosense organ uses pits, which are similar to ear drums. But they use a differential in heat pressure to detect hot and cold at a distance.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1833:47>
Do I need an agent for my commlink?  If I get one, do I need to buy programs for him to run or does he just use what I already have?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1838:07>
the agent can be loaded with any programs you own, or run them directly from your commlink while it resides on that node. Though, unless you're a hacker, or just want an agent to do browsing for you, they are unreasonably expensive for most runners who wouldn't have much of a need for them.

If we need hacker gear latter on, we can contact the White Resistance.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/1848:43>
Um, I actually have two agents for my character (and I'll have a third when I can afford some IC).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1853:55>
Are you the teams electronic support...?

I don't recall seeing your sheet.

My full body cyborg character actually has a couple IC, and a Battle Buddy Basic. But, y'know, when you hijack a blimp and kidnap a UCAS kernel you tend to be a little more paranoid.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1900:27>
He's the AI jumped-in-the-sexbot samurai.  He's also the one with a name that always makes me think he's a girl.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/1901:56>
Should be the final update... plus I forgot to attach the zip last time.

Changes:
switched from spatial recognizer to sound link r3
added an agent r3 to commlink
removed FTL program package, added pro user suite
removed Decrypt/Encrypt 5 suite, added Decrypt 3 and Encrypt 6 individually
dropped thermographic vision, added celerity
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/1905:39>
There ya go, I had forgotten that celerity was only 10 Karma.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/1939:11>
Posted it way back on page 6 or so. And yes, I'm an AI Street Samurai. Funny thing about being a street samurai in a drone is that you have plenty of nuyen left over for programs and the like. Later on I may get more drones, as well as some IC, but for the moment I just have a repair drone, a bike, and my 'companion' anthroform drone turned combat drone. In my normal 'work' clothes, I have 19B/19I Armor. At some point, I'd like to steal one of those Otomo drones, and trick it out.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-03-13/1946:17>
Thermographic vision doesn't see heat, it sees infra-red radiation. A thermosense organ uses pits, which are similar to ear drums. But they use a differential in heat pressure to detect hot and cold at a distance.

Correct. I missed "thermosense organs"... Well even if it beats invisibility, those are less usefull for combat purposes since no matter if you detect the enemy, you still have -6 for blind fire
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/1948:09>
Thermographic vision doesn't see heat, it sees infra-red radiation. A thermosense organ uses pits, which are similar to ear drums. But they use a differential in heat pressure to detect hot and cold at a distance.

Correct. I missed "thermosense organs"... Well even if it beats invisibility, those are less usefull for combat purposes since no matter if you detect the enemy, you still have -6 for blind fire
Which means nothing when you have Fireball (or grenades in enclosed spaces).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-03-13/1956:07>
for such case good hearing would be enought. And I dont think you want to use fireballs or grenades on 10 range distance.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-03-13/1957:54>
But whatever. Not my character, not my problem. I got Steam almost converted, well he is no combat monster etc. Simple investigator or shadowrunner. Not Bogota type....
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/2033:37>
Though, unless you're a hacker, or just want an agent to do browsing for you, they are unreasonably expensive for most runners who wouldn't have much of a need for them.

I must disagree with you here.  A rating 4 Agent replaces 4 rating 4 skills, two of which are relevant for everyone; and with the right autosofts does even more - all characters could have need of the Analyze Icon/Node, Observe In Detail (Matrix version), Control Device, Data Search, Detect Hidden Node, and Trace User actions.  An agent, though less effective than an actual person with the actual skills, can substitute for buying those skills for far less than the cost of them.

I'm still reconfiguring Nitro some to get the exact feel that I want, by the way.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/2038:04>
An agent needs autosofts? Damn it... I thought I just had to buy him and he would use the software I purchased. What autosofts so I need?

Mirikon, can you get 2 or 3 of those nodeshiko drones and jump back and forth between them, essentially paying as your own squad of killer bots?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/2044:59>
They come with Computer, Cybercombat, Data Search, and Hacking skills at their rating.  Autosofts expand that, such as Electronic Warfare, Adaptability, Maneuvering, and Targeting.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-03-13/2052:30>
Is there a limit to how many autosofts am agent can run? Is it just your processor limit?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/2057:48>
I'm not disputing that agents are useful, it can just be costly to budget them into your gear depending on the build you're going for. I usually do a jack of some trades build so it's not as hard, but when you're going for high end cyber or bio or foci and whatnots it's not always practical when you know your team matrix specialist already has that base covered.

The agent will use the node its on for the processor limit on programs, and the agent itself counts as a program. This is where things like Ergonomic come in handy, and optimized.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/2107:57>
The problem is the notion of relying on the specialist for basic function, though.  An agent is the cheapest way to get general functionality.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/2108:35>
Is there a limit to how many autosofts am agent can run? Is it just your processor limit?

The Agent's rating limits its programs it can have loaded, and the Agent and its payload all count toward processor limit.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/2108:46>
Mirikon, can you get 2 or 3 of those nodeshiko drones and jump back and forth between them, essentially paying as your own squad of killer bots?
I could, but considering I spent over 100K on the first one... Now, if I manage to steal another one or two, and get them modded up, then yes. But really, I could do the same thing with any drones. The only reason my Nadeshiko is so good is because it is my AI's home node, which increases the specs. If I were going to get additional killbots, I'd go with a Steel Lynx or two and a Reaper. Because four hard points on a legal drone is a lovely thing.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-03-13/2111:05>
Now if only I could afford more kill-bots...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/2116:47>
Let's see. If I was going to kit out a Reaper for some Pink Mohawk fun, I'd have a LMG, a quad-rack (EuroWar Antiques) with Dagger missiles, a quad-rack with incendiary bombs, and the FA grenade launcher from EuroWar Antiques. Because a belt-fed grenade launcher spells all kinds of fun. Throw on some camo coating, improved economy, and armor, and let it fly above the target area until you're ready for it. Combined with close support from other, cheaper drones, like a Steel Lynx or Rotodrone, and you can make someone believe that war has broken out in their backyard.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/2118:25>
My husband seems to include GM-Nissan Dobermans with every build he makes, I start forgetting there are other drones out  there. My personal favourite is the Unicorn, which my hacker has one of, modified with chameleon coating and improved takeoff and lnding 2, y'know... incase.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-03-13/2122:16>
My husband seems to include GM-Nissan Dobermans with every build he makes, I start forgetting there are other drones out  there. My personal favourite is the Unicorn, which my hacker has one of, modified with chameleon coating and improved takeoff and lnding 2, y'know... incase.

I like the Doberman, the Steel Lynx and the LEBD-1.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/2127:23>
This is what I have my OMON rig, I'm rather fond of it.

Mitsuhama Chinpira (Large)
   +Ammo Bins
   +Ammo Bins
   +Armor, Smart Rating 10
   +Body Stabilizer Rating 3
   +Searchlight
   +Smoke Projector
   +Weapon Mount (Normal, External, Flexible, Remote)
   +Weapon Mount (Normal, External, Flexible, Remote)
   +Weapon Mount (Reinforced, External, Flexible, Remote)
   +Ammo: Assault Cannon (Assault Cannons) x50
   +Ammo: Capsule Rounds (Light Machine Guns) x500
      +Pepper Punch
   +Ammo: Freeze Foam (Light Machine Guns) Rating 3 x500
   +Ammo: Gel Rounds (Light Machine Guns) x500
   +Large Drone Sensor


Can't seem to find my walker mode enabled Steel lynxes though, they were rather handy too.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-03-13/2140:34>
I still wish I could find a GM who would allow me to get one of these: http://forums.shadowrun4.com/index.php?topic=5923.0
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-03-13/2147:42>
Steel lynx with the personnel compartment, and walker mode seems to be the closest I've gotten anything to tachikoma. But then again, having something that can walk and roll is fine enough without needing to carry a person, since I had them launched from an APC for very short range raids.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/0614:54>
Changes to my commlink software and added a melee spec to my Dodge.  Software is hacked, either done by my hacker contact or located by him or...whatever makes the most sense.  I was inspired by Dirk Montgomery and Buddy(from 2XS, the fourth SR novel).



Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/1720:41>
9'000 nuyen a week is pretty costly overhead to maintain with that nanoware, you'll be near defaulting after 3 weeks with how low your skills are. Also you can't have a firewall higher than your system. I dunno if one license will count for all those programs either. Empathy software is... usually banned by GMs, but the dice pool cap is 20, so you only need it at 5.

And you have an extra 80 karma, why not raise all your attributes at 2 up to 3?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-04-13/1740:51>
You could remove HPC from the gun, you won't get the slots back, but depending on how Mithlas rules high powered chambering you might not need it. As far as big rifles go, I've always liked the PSG Enforcer, or the PJSS Model 55 modded with 2 extra barrels.
If it's like magnum chambering in real life, that would generally require the gun to be retooled slightly to be able to properly chamber the longer rounds, and you wouldn't be able to hot-swap back and forth from HPC to regular rounds (but then again, given the variety of rounds that can be used with standard chambering, it's almost not worth the cost and risks for HPC if I red consensus on the forums right).

Just is a shame that the AM-47 requires High Power ammo because the look is cool, I think--I won't try removing a stock mod like that without explicit permission.
If you know a gunsmith I'd think it's possible.

So, seriously, can someone tell me how we do this?  I understand roleplaying, I understand how the game works, I can figure out the color coding(although I wish there was a standard color coding set)... I have no idea how to roll.  I see their rolls are somehow links to a site called invisible castle or something, but that doesn't explain anything.
Don't worry too much about that, when I post the IC thread I'll plop down 3 posts so I can have rules and recommendations all in one place. Most people use Invisible Castle because it's free, easy, and the rolls are saved so you and others can look them up later.

Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Spatial Recognizer
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
Chemical Seal is an armor modification (S4A 327) and commlink modification that's described as providing some basic protection against water - I suppose you could put it on earbuds given that it isn't described as being specifically for larger electronics, but I don't think that it would normally be needed for earbuds.

Neural Amplifiers, Limbic Rating 3
Keep in mind that nanoware suffers degradation when it's not supported by a nanohive (Augmentation 107).

Mirikon, can you get 2 or 3 of those nodeshiko drones and jump back and forth between them, essentially paying as your own squad of killer bots?
Jumping into a drone is a Simple Action unless you've got the quality More Than Metahuman, which still takes up a Free Action, and either way while you're controlling one drone the others aren't doing anything because you're not jumped in.

@mtfeeney: I'll post feedback on your revised character as soon as I can, but it's looking pretty good.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/1951:40>
9'000 nuyen a week is pretty costly overhead to maintain with that nanoware, you'll be near defaulting after 3 weeks with how low your skills are. Also you can't have a firewall higher than your system. I dunno if one license will count for all those programs either. Empathy software is... usually banned by GMs, but the dice pool cap is 20, so you only need it at 5.

And you have an extra 80 karma, why not raise all your attributes at 2 up to 3?
What're you talking about in regards to 9k nuyen per week?  I'll look into the firewall rating, i didn't know there was a limitation.  The license is actually there for the nonstandard wireless link.  None of the software is restricted or illegal, so no license necessary.  The Empathy software(like all of my other programs) is limited by my system, so it runs at 5.  As for a cap to the dicepool, that is both an optional rule and (20 dice or 2x skill + attribute).  In my case, 2x would be 24.  My dicepool is 21, chummer doesn't account for commlink optimization.

After scouring SR4A, there's no mention of Firewall having any limit or link to system.

Neural amplifiers come with dedicated nanohives.  No degradation issue here.  For Mirikon jumping between bots, I was assuming an agent/pilot was controlling the drone while he wasn't actively in it.  I grabbed chemseal just in case.  I don't want my toys messed up.  I can remove that if it's silly or excessive, though.

I have 0 Karma left to spend.  I spent 30 for metatype, 320 for attributes, 100 for special attributes, 60 for positive qualities, -70 for negative qualities, 44 for nuyen, 65 for skill groups, 132 for active skills, 50 for spells, 6 for foci, and 13 for initiation = 750 Karma.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-04-13/2001:53>
Firewall is standalone matrix attribute, that is independent of others, thus it is not limited by Response or System.
The empathy sofware allows you to add dices to your dicepool, but remember that the max. DP modifier is limited by the Skill.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2004:02>
9'000 a week to keep both your nanite systems running at top capacity, they degrade by 1 every week. You don't have a nanite hive so they'll degrade. It doesn't say anywhere that they have their own essence free dedicated nanohive, only that they do their work and sit around. They still degrade normally.

Firewall is a program, so it's limited by your system which is limited by your response.

Empathy software is, pure and utter cheese that doesn't even require a skillwire system to use nor does it require a full buildpoint's worth of money to become a better diplomat than any one in the UN.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2022:10>
Firewall is standalone matrix attribute, that is independent of others, thus it is not limited by Response or System.
Yeah.

DP modifier is limited by the Skill.
That isn't correct.  Your DP modifier is limited to your Skill+Attribute.  For me, that's a 4+8.

9'000 a week to keep both your nanite systems running at top capacity, they degrade by 1 every week. You don't have a nanite hive so they'll degrade. It doesn't say anywhere that they have their own essence free dedicated nanohive, only that they do their work and sit around. They still degrade normally.
Ooo...  Thanks, I've apparently been confusing the term dedicated colony with a dedicated hive.  I didn't understand that it meant the swarm of nanites is the colony.  Thanks for that, I'll...  have to figure something out.

Firewall is a program, so it's limited by your system which is limited by your response.
Firewall is an actual stat of your commlink.  It's part of your operating system and integral to your commlink, not a program that you're running constantly and applies to your processor limit.  A quick look through Unwired gives us many examples of Firewall higher than System.  Security Cameras, Smartguns, Civic/MSP WAP, Online Shop Nexus, Brent Cross Shopping Centre's node, the matrix lab at UoCambridge, etc.

Empathy software is, pure and utter cheese that doesn't even require a skillwire system to use nor does it require a full buildpoint's worth of money to become a better diplomat than any one in the UN.
You're free to feel that way.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: All4BigGuns on <05-04-13/2030:45>
Firewall is an actual stat of your commlink.  It's part of your operating system and integral to your commlink, not a program that you're running constantly and applies to your processor limit.  A quick look through Unwired gives us many examples of Firewall higher than System.  Security Cameras, Smartguns, Civic/MSP WAP, Online Shop Nexus, Brent Cross Shopping Centre's node, the matrix lab at UoCambridge, etc.

It is a Matrix Attribute of the comm-link, yes, but so is System and it is limited by Response. When it comes to the other things that show a Firewall higher than Response, look at it this way: those devices probably have Firewalls that are specifically made and optimized to run on those specific devices, allowing them to run one higher at the expense of the software not working on anything else. Now, I can see it being allowable to have such a Firewall on a comm-link, but it would likely cost at least ten times the normal price to get it.

Also, arguing against Firewall being limited by Response is nothing but Rules Lawyer-ing of the worst kind.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2036:20>
Is there a reason you're throwing insults into this?  How can you possibly consider that appropriate?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2041:00>
It is a Matrix Attribute of the comm-link, yes, but so is System and it is limited by Response. When it comes to the other things that show a Firewall higher than Response, look at it this way: those devices probably have Firewalls that are specifically made and optimized to run on those specific devices, allowing them to run one higher at the expense of the software not working on anything else. Now, I can see it being allowable to have such a Firewall on a comm-link, but it would likely cost at least ten times the normal price to get it.
Ignoring the attack, you're saying that Firewall operates just like every other program?  It's max effective rating is equal to the system/response, it counts against your processor limit, etc.?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2049:27>
A plain-text reading of the rules is not rules lawyering, Guns.  The rule isn't that software Matrix attributes are limited by Response, but that System is limited by Response.  There is no general rule here - I've checked and rechecked it several times.

Also, let's not go confusing the limitation on social modifiers for a limitation on dice pool modifiers more generally - social modifiers are a specific subset: those modifiers that are due to scial circumstance.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2051:53>
A plain-text reading of the rules is not rules lawyering, Guns.  The rule isn't that software Matrix attributes are limited by Response, but that System is limited by Response.  There is no general rule here - I've checked and rechecked it several times.

Also, let's not go confusing the limitation on social modifiers for a limitation on dice pool modifiers more generally - social modifiers are a specific subset: those modifiers that are due to scial circumstance.
I've never understood the debate about social modifers.  The sentence they're quoting as saying there is a limit... is in a section named social modifiers.  It explains exactly what it means by social modifiers.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2055:55>
Any suggestions about the nanites?  I'm terrified of losing a full point of essence and magic, but...  If I remove the neural amplifiers, that's effectively giving me:
-3 Assensing
-3 Disguise
-3 Perception
-3 Shadowing
-3 Arcana
-3 First Aid
-3 to each of my 6 Knowledge skills

To keep them, I'll have Magic reduced to 5/6(6), and I'll have to get rid of the stealth group to buy nuyen for the hive.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2108:04>
You are looking at the wrong Drain stat to make great use of augmentations...  Logic tradition characters are often better off taking the Essence hit, because they can directly augment their Logic and still have space to make use of other ware.

Of course, I still think there should be other options for keeping nanites topped up...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2116:15>
I don't follow.  If a LOG mage got an implant, it would reduce his magic.  His casting ability.  No implant boosts that.  He could then boost his LOG, so he'd get a max of +3 drain dice... but he still casts worse.  My CHA mage can't get a cha-boosting implant, so no boosting drain resistance... and still weakened casting.  You're saying that +3 dice for drain resistance is worth -1 magic and -.6 essence?  That still wouldn't leave room for the nanohive, which is .75 for r1 or 1.0 for r2.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2120:26>
You overestimate the impact of losing a single point.  One less die for casting/summoning, very slightly reduced max Force and Overcasting.  Drain dice are more important to your ability to use magic than a single point of Magic is, and the options available to fill out the remaining Essence open up a lot of possibilities.  Casting isn't about the most powerful thing you can throw, but how long you can keep going at what strength before the Drain overwhelms you.

And generally, you put nanohives into partial cyberlimbs.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2127:57>
So now I'm looking at, what, a cyberfoot for .25 essence and 5k+ nuyen on top of the 20k for the hive?  That would leave me .75 essence to use for implants, like tailored pheromones for .6 and 45k.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-04-13/2136:00>
Instead of the pheromones, grab some skillwires. Never know when suddenly being able to fly a suborbital might come in handy.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2139:59>
Eh, I can just take Biowire for that.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2144:00>
I'd need a datajack for that, right?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2145:48>
It would be useful, but not essential.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2148:55>
Can you get activesofts into the skillwire system without it?

I'm actually unclear on skillsofts.  Activesoft requires skillwires.  Knowsoft says it requires a datajack.  Does that mean you are physically plugging it into your jack?  Or just that you have to use a jack to load it into some sort of internal storage system and called upon when needed, similar to how skillwires says it can store more than just the active skills you're using?  Same for linguisofts.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mirikon on <05-04-13/2149:57>
You need a datajack or a DNI to your commlink to use skillwires.

As for me, because Chikage is an AI with Piloting Origin, I can use autosofts in place of skills. My main problem is in running up against processor limits, so I can't have all the autosofts running at once, but have to switch them out.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2151:07>
For a DNI, though, trodes work just fine.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2151:53>
Ok, so either an implant commlink or a datajack to upload Activesofts to the skillwire system.  Now, about the data/map/linguisofts?  Do they have internal storage that you can upload multiple things?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2153:54>
Again: Trodes are an Essence-free option, and so you just need a sim module.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2157:04>
Expound on the subject.  I would attach trodes initially to upload skillsofts to my skillwire system, and then they're stored in the skillwire system?  I can use that for activesofts, datasofts, linguisofts, everything?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2201:48>
Page 330 right on the table, Firewall is under Matrix programs.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2205:36>
You store the skillsofts on the commlink, and load them wirelessly to the skillwires as needed.  Trodes provide the DNI for the knowsofts and linguasofts you store on the link, which you then access through the sim module installed in the link.

Ayreonos:  Firewall is defined as Matrix Attribute, regardless of where it is placed for cost reference.  It is not in the listing of Matrix Programs (starts on page 232).
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2210:20>
It's also used in an attribute-manner in Matrix tests.  (Program) + Firewall.

So what's the limit on knowsofts and linguisofts?  How many can you run at the same time?  Is it bundled into the "software is limited by the response of the commlink"?  And aren't trodes extremely unwieldy?  You wouldn't walk around with a set of trodes on, would you?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2212:40>
But your system is restricted by your response. Is firewall somehow magically operating on its own computer set aside just for itself?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: RHat on <05-04-13/2214:16>
Oh, I'm not arguing that Response does the things it should, but this is far from the worst offender on that score.  Regardless, by RAW Firewall is a Matrix Attribute, and thus not limited by System.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2226:36>
Huh, well I'll have to tell a couple people off now, and correct a few people I mislead now.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2236:15>
So what's the limit on knowsofts and linguisofts?  How many can you run at the same time?  Is it bundled into the "software is limited by the response of the commlink"?  And aren't trodes extremely unwieldy?  You wouldn't walk around with a set of trodes on, would you?

Ok, trodes are like a headband, and people sometimes try to hide them under a hat/wig/headband.  That is hardly inconspicuous...  A datajack seems to be a better option, if I'm already taking the hit to my essence.  I'm still stuck on the original question, though.  Is there a limit to the number of knowsofts or linguisofts I can use at the same time?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2241:16>
By your skillwire system rating x2
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2245:54>
So Knowsofts and Linguisofts require skillwires?  I thought it just required a datajack.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2251:00>
Wait, I'm thinking active soft. I don't know about linguisoft or knowsoft, I thought they were run off your commlink through a jack. A jack itself has limited storage capacity, but I don't believe it has processing capability other than that needed to receive and export stored data.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2253:45>
I think I'm going to take this question to the gear section, if I don't find an answer with search first.  Thanks, guys.

Found an old post by Mirikon that answered it.  They're run on your commlink as programs or directly from your datajack from a datachip, which confirms what you all said but I probably just didn't understand at the time..  I guess I'm back to using trodes and a sim module and bogging down my commlink.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2325:09>
Hmm, so an Activesoft is 10k per rank.  That's 4 karma.  1 point in a skill is 4 karma.  2 is 8, 2 in activesoft is 8.  3 is 14, 3 in activesoft is 12.  4 is 22, 4 in activesoft is 16.  5 is 32, 5 in activesoft is 20.  If it weren't for the initial essence/magic/quality cost, skillwires would be incredible.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2328:26>
Skillwires replace your skill too, not add on to it, unless I have that wrong. The whole point is that those high numbers are HARD to get to, like to get +6 DP bonuses on the whole social skill group, it's 110 karma, to go the adept route, cyber is 24 Karma to just get a +5 bonus, that's with tailored pheromones, and enhanced pheromone receptors, and a 0.7 essence loss hit too.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-04-13/2336:41>
Yep, they replace it.  My point was that it's cheaper to get skillwires than to build up the skill.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-04-13/2345:24>
It's just more crippling if you were to lose them, and you can only run up to 10, which could be all the skills some runners have. Though skillwires are more for NPCs though, the idea is, it's easier to just buy a program and load it up onto your mooks using a server license than pay for their schooling.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/0230:07>
Pretty smart, considering how much control the corps have over their employees. They could order everyone to get the implant.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/0314:31>
I can't remember if it was just in the shadow talk in arsenal or where but one of the runners had an anecdote about how he was in a corp facility being shot up by mall cops, then all the sudden they're trained up like green berets.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-05-13/0532:58>
Page 330 right on the table, Firewall is under Matrix programs.

Yeah. But p. 220 lists firewall as one of matrix attributes. And there is no relation between it and system or response. although the relation is specificaly mentioned for System<>Response relation. Upgrading device, as described on the next page, stats that you can upgrade every attribute independently.
Firewall is: " the device’s built-in security software" per RAW, and even if listed in programs, note that it is not listed as common/hacking SW, but stands alone.
+ all those examples listed in Unwired

Reading and understanding rules, and playing by rules, is not abuse of rules, no matter how loudly A4BG would whine about it and who would he try to insult.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-05-13/0619:15>
The only dissadvantage Active softs have, in long run, is impossibility to use Edge to roll (which can be fixed by adding expert system to this).
In addition to this:
"Activesofts MUST be acessed by Skillwire system"
"Skillwire systems allow the use of activesofts" "Skillwire system CAN HANDLE the number of skillsofts"

There is no requirement for datajack or programs running on commplink. Text indicated, that the skillwire system alone is capable of such things. This mean when you lost your commlink or you dont want to spend additional essence for Datajack, you still have acess to your activeskills, and to change current skillset, you need only 1 simple action. so it has its own strorrage, its own acess point and its own processing unit.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/0633:56>
But firewall is a program, software, it states it right in that passage you quoted. I'm running now, on my computer 2 firewalls, they don't load up until my OS boots. It just doesn't make sense that it can somehow operate independently of your processing capability.

Reading the Behind the Scenes passage on 53 of unwired states that it's already running before the OS boots, which is interesting, but again, it has to be running on something.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-05-13/0653:22>
You know. It is much easier just to follow the rules of the game, then to try to override them everytime we have feeling we know better. If you want the game designed by your ideas, create your own system, or make 25 pages long open ended record of every house rule you would like to add to the game. And then , share it with every player ho would like to play with you, and force every GM to use them so you can feel comfortable.
I insist on playing by the rules not because they make sense all the time, but because it is the most simple way how to play shadowrun with other people.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/0713:21>
I've been thinking about the skillwires system all day now.  It's difficult to pick out which active skills that I should purchase at creation and which I should just get later if I find a need for it.  Same for knowsoft.  Linguisoft is easier, since it's so cheap and fairly easy to predict which are useful.

Any opinions on obvious cyber hand vs obvious cyber foot?  Or what I should do with the extra 2 capacity?  Just a +1/+1 armor?
Title: Re:
Post by: Sichr on <05-05-13/1025:54>
Standard zipped file. Also Andreas Boil, author Sichr, available on Omae.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/1131:05>
Getting tired of repeating this, but seriously... this should be a final version.

Changes:
Added a cyber foot, nanohive, skillwires 5.
Restricted Gear 1 for skillwires
A short list of skillsofts
Changes to a few skills
Reduced magic to 4
Um...not sure what else.  That's all of the major stuff.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-05-13/1439:01>
And to avoid further disharmony....I didnt meant it as offense, it was more like recomendation or advice. I`m even using "we" word, since this is general advice aplicable even on me.
Lets settle every "Stom in the glass of water" the way we just did with Aryeonos and this forums will be nice place :)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/1556:14>
Getting tired of repeating this, but seriously... this should be a final version.

Changes:
Added a cyber foot, nanohive, skillwires 5.
Restricted Gear 1 for skillwires
A short list of skillsofts
Changes to a few skills
Reduced magic to 4
Um...not sure what else.  That's all of the major stuff.

You still have an extra 80 karma left, are you paying for your attributes and not using your race minimum as one? or something? Also, your nanohive needs to be the same grade as the ware it's in, I think.  I find it kinda funny that your foot is in charge of keeping your brain smart though. I've never seen a PC use skillwires before, so this will be interesting.

Edit: Also, disharmony resolved, Sichr and I worked out our misunderstanding over PM, so apologies to everyone for derailing this thread.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-05-13/1734:06>
seems like we are a team ;)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/1823:08>
I wasn't and am not sure about the nanohive needing to be alpha or not.  Since it's a completely separate implant that's independent other than being located in the arm...  I don't know.  If it was an upgrade to the arm, then I would've alpha'd it... or had to avoid the whole idea.  I wish I knew where you were getting an extra 80 karma from, because I'm using 750 right now.  As for the foot keeping me smart, I couldn't exactly take a replacement brain or something.  A foot is as arbitrarily close as a hand.  My skillwires usage isn't going to be too interesting, actually.  I don't have enough to require turning off some to activate others.  They can all run at the same time right now.  It might be interesting later to have the whole "The Matrix"y I-know-kungfu moment, though.  Glad things are calm on the thread again, it's bad for our team to have internal strife IC or otherwise.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/1851:17>
Check your options, you might be paying more at character creation for your attribute increases than you should. An elf going to 8 charisma should cost as much as a human going to 6.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/1900:02>
Even enabling the house rule you just suggested that treats metahuman attribute minimum as 1 for purposes of determining karma costs only give me 50 points.  You should check what house rules and optional rules you have checked.  I only have "special stats aren't limited to 50%" and "free contact points/knowledge skills".  Oh, and "metatypes cost karma".
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/1909:01>
Damn it, I calculated some costs for skills wrong yesterday.  Like, repeatedly... all day yesterday.  Now I realize that it's probably a LOT more efficient to take my influence skills as skillwires.

Also, I like that house rule about metatype attribute minimums counting as 1.  Are we using it?  Can we?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/1910:56>
effectively Naga cost 40 karma to play, unless you can play an Uneducated character, which I bought off. Otherwise if you pay the karma to increase your attributes without accounting for the different attribute bases it kinda makes it pointless to play as anything other than human, or with almost identical human attributes. Just from a math standpoint.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/1915:15>
I agree.  I'd like to use that house rule, if possible.  I'll enable it now and keep it until told to turn it off.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/2253:31>
CHANGES:
a lot...  :-[

Hacked software upkeep is currently: 8650 every other month


== Info ==
Street Name: Baron
Name: Reginald Farnsworth
Movement: 15/37, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 64
Height 6'5" Weight 125 lbs.
Composure: 13
Judge Intentions: 12
Lift/Carry: 4 (30 kg/20 kg)
Memory: 8
Nuyen: 0

== Attributes ==
BOD: 2
AGI: 4
REA: 2
STR: 2
CHA: 8
INT: 4
LOG: 3
WIL: 5
EDG: 3
MAG: 4

== Derived Attributes ==
Essence:                   5.100
Initiative:                6
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         9
Matrix IP:                 2
Physical Damage Track:     10
Stun Damage Track:         11

== Active Skills ==
Assensing                  : 1                      Pool: 8
Binding                    : 4 [Spirits of Man]     Pool: 12 (14)
Con                        : 3+1                    Pool: 21
Counterspelling            : 4 [Combat]             Pool: 8 (10)
Disguise                   : 1                      Pool: 8
Etiquette                  : 3+1                    Pool: 21
First Aid                  : 0                      Pool: 2
Infiltration               : 1                      Pool: 5
Intimidation               : 3+1                    Pool: 17
Negotiation                : 3+1                    Pool: 21
Palming                    : 1                      Pool: 5
Perception                 : 3+1                    Pool: 10(14 Vision)(15 Hearing)
Pistols                    : 3+1                    Pool: 8
Shadowing                  : 1                      Pool: 8
Spellcasting               : 6 [Manipulation]       Pool: 14 (16)
Summoning                  : 4                      Pool: 12
Unarmed Combat             : 3+1                    Pool: 8

== Knowledge Skills ==
Corporate Interactions     : 4                      Pool: 10
Magic School               : 9                      Pool: 15
Shadowrunning Basics       : 4                      Pool: 11
English                    : N                      Pool: 0
Sperethiel                 : 4                      Pool: 11
Japanese                   : 3+1                      Pool: 11
Cantonese                  : 3+1                      Pool: 11

== Contacts ==
Cpt. Sean Flannigan, Lone Star Captain (5, 5)
Don Anthony Gambino, Mafia Don (6, 6)
Henrietta Montclaire, Talismonger (3, 4)
Quick Ben, Fixer (4, 4)
Raven, Decker (5, 6)

== Qualities ==
Celerity
Changeling (Class II SURGE)
Distinctive Style
Erased (1 Week)
Extravagant Eyes
Glamour
Impaired Attribute (STR)
Low-Light Vision
Magician
Prejudiced (Common, Biased) (Orks)
Prejudiced (Common, Biased) (Trolls)
Prejudiced (Common, Biased) (Dwarves)
Restricted Gear (Rating 1)(Power Focus Rating 4)
SINner (Standard) (Reginald Farnsworth, Tir Tairngire Citizen)

== Spells ==
(Tradition: Black Magic, Resist Drain with WIL + CHA (13))
Deflection                 DV: (F÷2)+1
Fashion                    DV: (F÷2)
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Mana Window                DV: (F÷2)
Mob Mind                   DV: (F÷2)+4
Physical Mask              DV: (F÷2)+1
Shapechange                DV: (F÷2)+2
Stunball                   DV: (F÷2)+1

== Cyberware/Bioware ==
Obvious Foot (Left)
   +Nanohive Rating 2
   +Armor Rating 1
Skillwires Rating 3

== Armor ==
6 Tees urban fashion (Horizon)0/0
   +Insulation 6
Form-Fitting Full-Body Suit6/2
   +Chemical Protection 3
   +Nonconductivity 6
SecureTech PPP Armor (Ensemble)2/4
   +Fire Resistance 5
   +YNT SoftWeave

== Weapons ==
Ares Predator IV
   +Concealable Holster
   +Silencer
   +Additional Clip, Pistol
   +Chameleon Coating
   +Personalized Grip
   +Skinlink
   +Smartgun System
   Pool: 10   DV: 5P   AP: -1   RC: 1   Regular Ammo
   Pool: 10   DV: 6S(e)   AP: -half   RC: 1    SnS
Shock Glove
   +Chameleon Coating
   +Extended Clip
   +Skinlink
   +Tracker
   Pool: 8   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   Pool: 8   DV: 1S   AP: -   RC: 0

== Commlink ==
Custom Commlink (5, 5, 6, 3)
   +Custom Commlink OS [Firewall 6, System 5]
   +Subvocal Microphone
   +Trodes
   +Armor Case Rating 6
   +Biometric Lock
   +Hardening Rating 6
   +Skinlink
   +Optimization (Empathy Software)
   +Empathy Software (Hacked) Rating 6
   +Noise Analysis Software (Hacked) Rating 6
   +Agent (Hacked) Rating 4 [Adaptability 3 (Hacked), Cascading 3 (Hacked), Homeground 6 (Hacked)]
   +Analyze (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Browse (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Command (Hacked) Rating 6 [Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Edit (Hacked) Rating 6 [Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Encrypt (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Simrig
Novatech Airware (3, 3, 3, 3)
   +Iris Orb
   +Suite: Pro User [Analyze 4, Browse 4, Command 2, Edit 4]

== Gear ==
Activesoft (Unarmed Combat, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Pistols, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Con, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Negotiation, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Etiquette, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Intimidation, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Perception, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Stick-n-Shock (Heavy Pistols) x30
Backpack
Contact Lenses Rating 3
   +Vision Enhancement Rating 3
   +Image Link
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
   +Select Sound Filter Rating 3
Fake SIN (Phillipe ValJean) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Magical Implements) Rating 4
Fake SIN (Steel Johnson) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Magical Implements) Rating 4
Goggles Rating 6
   +Flare Compensation
   +Smartlink
   +Vision Magnification
Linguasoft (Japanese, Hacked) Rating 3
   +Pluscode (Hacked) Rating 2
   +Personalized (Hacked)
Linguasoft (Cantonese, Hacked) Rating 3
   +Pluscode (Hacked) Rating 2
   +Personalized (Hacked)
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
Power Focus (Bonded Foci) Rating 4
Spare Clip (Ares Predator IV) x4
Sustaining Focus (Manipulation) (Bonded Foci) Rating 3
Trauma Patch

== Description ==
Often dressed in the latest fashion, street or otherwise, Baron cuts a fine figure. His physical beauty is matched by his sparkling personality, which frequently leaves people stunned.

== Background ==
Reginald(never Reggie) was the first and last child born to Tirstan Farnsworth and Celeste Merdeux-Farnsworth. Tirstanis the president of BioCHEMZ, a healthcare product manufacturer/designer/supplier. Celeste, herself a daughter of a French nobleman sent to the Tir as a diplomat, works directly with several of the Princes on the Council. As the only son of two influential and busy parents, Reginald was left to his own devices more often than not. Somewhat less physically capable than the other children, he nonetheless displayed a sharp mind and an indefinable quality of personality and personal presence that frequently put him in a position of dominance over them.

He discovered his gift for magic early in life, and his father was overjoyed. He was sent off to the prestigous Magic Academy of Tir Tairngire. While there, he was tutored in all manner of magic along with other, more mundane subjects. He graduated from the academy early, something his father viewed as an omen of Reginald's bright future. He showed a particular aptitude for the Manipulation Magics, no doubt linked to his knack for manipulating people without the use of magic.

When he matured and finished his schooling, his father acknowledged Reginald's power of influence by employing him as an international negotiator. The following 3 years of work were lucrative and fairly easy, but Reginald become lax in his duties, concentrating on his magical abilities instead Throughout the following year, his work was laced with small errors of judgment, culminating in a huge breakdown of communication during a crucial negotiations meeting with a prospective buyer. His father, furious that Reginald could "throw his life away" in this way despite all of his natural gifts, sent him out into the world to make his own way as penance for taking his father's charity for granted.

Once on the streets, Reginald found it was difficult to secure employment without using his parents' names as leverage. He finally got an offer to join a group on a 'joint adventure', which ended up being his first shadowrun. He immediately fell in love with the excitement, although the danger left him sometimes overcome by paranoia. He currently works to hone his rather formidable magical and social skills, looking for what feels like an englightened truth just out of his reach.

== Concept ==
Main Face/Mage

== Notes ==
Quick Ben - Fixer - As the primary source of Baron's runs, QB has been there from the very beginning. He watches Baron grow into one of his most reliable runners with pride.

Cpt. Sean Flannigan - Lone Star Captain - The Captain owes Sean for covering up some past indiscretions that were threatening his career. Initially, their relationship was tense. Once Sean realized that Baron wasn't going to blackmail him, their relationship grew into true friendship and unshakable loyalty.

Raven - Decker - One of Baron's original and longest-standing teammates, Raven has watched his back countless times. He, in turn, has saved her ass... along with bringing in creds for her. As they were both neophytes in the runner's world, they built the bonds of comradery seen rarely outside of war.

Don Anthony Gambino - Mafia Don - The Boss - The Big Man - The Don's daughter was kidnapped by a group of radicals that wanted to coerce him into aiding their efforts at destabilizing the UCAS Government. Baron was sent in with a group of talented individuals... and was the only one to come out alive. With the Don's daughter. The Don offered Baron a spot in his crew, but the Baron declined. The Don offered Baron a spot in his family, but again Baron declined. Very, very politely. The Don seemed to understand and swore limitless and undying gratitude for saving his only daughter, Giselle, from sure death once he refused to help the terrorists. Baron doesn't speak about what happened during the run.

Henrietta Montclaire - Talismonger - Henrietta Montclaire is an agent of Baron's father. It's not a secret. She has access to the goods, and she usually gives a discount if Baron gives her a brief summary of his exploits to send to his father. She is compensated in turn by Tirstan.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/2258:24>
He needs the college education quality.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/2301:52>
The Academy isn't a university.  It's a K-12 full-throttle magical training school that gives you bare essentials in other things to round you out a bit.  On the numbers side, college educated as a quality kind of sucks.  +1 to academic knowledge skills, cap of 6.  I have 1 academic skill, and it's rating 9 thanks to Mithlas' house rule.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-05-13/2317:26>
huh, so much for flavour qualities.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-05-13/2325:33>
huh, so much for flavour qualities.
???

The Academy isn't a university.  It's a K-12 full-throttle magical training school that gives you bare essentials in other things to round you out a bit.
 
This was my response to using it as a flavor quality.

On the numbers side, college educated as a quality kind of sucks.  +1 to academic knowledge skills, cap of 6.  I have 1 academic skill, and it's rating 9 thanks to Mithlas' house rule.
This was a follow-up comment about the viability of the quality itself.
Title: Re:
Post by: Sichr on <05-06-13/0353:00>
Dont take this as an offense, but are you sure you will be able to play that character? This thread changed from recruitement to character creation&critique a while ago, and by the sound of it, you had some serrious problems with putting things together. I dont evaluate your char, never saw it, thats between you and GM only IMO. But I'd suggest you to try something not too complicated, before you get the grip on rules etc...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0408:34>
Dont take this as an offense, but are you sure you will be able to play that character? This thread changed from recruitement to character creation&critique a while ago, and by the sound of it, you had some serrious problems with putting things together. I dont evaluate your char, never saw it, thats between you and GM only IMO. But I'd suggest you to try something not too complicated, before you get the grip on rules etc...
Just to be clear, are you talking to me?  This thread hasn't changed from recruitment to creation.  We've put up our characters, and I've tossed ideas around with my future game group.  I'm not sure where you get the ideas that any of us have had problems with putting a character together.  With 630 posts on this forum, it's a bit ridiculous for you to suggest that I'm new to the rules or game in general.  As for the character being complicated... not really.  If it seems complicated, maybe you should take this chance to review the rules for yourself.  Just a piece of friendly advice, take it or leave it.
Title: Re:
Post by: Sichr on <05-06-13/0435:09>
Srsly, you need to chill out, bro. I said No offense and AFAIK I didnt commited any. If the character is consistent in your mind, I'd love to see it in action.
Btw. Post counter makes you skilled poster. Not skilled runner ;)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0440:39>
What chilling?  I'm not worked up, just confused by your comments.  I didn't take offense to anything, since it just seemed like you didn't know what you were talking about.  We're all a big group of friendly folk here.  Relax.  And you're right, lots of posts have no relation to skill.  Quality of posts does.
Title: Re:
Post by: Sichr on <05-06-13/0451:38>
I can live with that :) Amongst so many happy people, who wouldn't.
Title: Re:
Post by: Sichr on <05-06-13/0501:31>
OK, I admit, I am a bit sarcastic lately. Ascribe that to my impatience and forgive me, I mean no harm. Tak uz kurva kopni do vrtule at se pohnem, okecavas to tady jak propity odpoledne.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0508:34>
I don't speak Czech, but google's translation of that was kinda funny.  I'm happy to learn a new way to cuss in a new language.   ;D
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: chadawc on <05-06-13/0821:14>
What do you all need to round out the group?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0908:35>
We have a face/mage(me), a mage/face(aryeonos), a sammy(mirikon), a drone rigger(rhat), a stealth person(a4bg), and...  I haven't seen sichr's character.  Everyone has posted their characters already, but if someone gets rejected there would be room for you.  Just read the building rules on the first page, it's like halfway down the page.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: chadawc on <05-06-13/0922:55>
Thank you very much for the help =O)
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: chadawc on <05-06-13/0930:49>
WOW that is a lot of rules... ummm not sure how to work all that into chummer and are you using martial arts qualities do not count toward you total quality house rule?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0950:54>
No, I don't think we're using that house rule.  For the house rules, it's easy to add it to chummer.  Turn on the karma gets free knowledge skills like bp rule, and then when you figure out your Charisma and Etiquette score... set it to give you that many points worth of free contacts.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/0957:46>
Sichr, I took a look at your character.  Here are the things I noticed.  I'm definitely not saying these things are wrong, they're just what I noticed.  They're my thoughts and just my opinion.

First, it's a completed character, but we're supposed to send it before completing it so he can see karma and nuyen expenses and stuff.
I finally figured out you're a rigger...  but your pilot skills are only 8?  That's super low.
All of your skills are super low, but now that I realize you're a rigger... that might be normal.  it just strikes me as odd, because you have high attributes that seem to be wasted since your skills are so low.
You bought 2 urban explorer jumpsuits.
You have 5 sets of armor, and none of them stack.
You spent .4 essence on eye implants, why not just get cybereyes?  That would get rid of the need for the glasses, too.
You spent .4 essence on ear implants, why not just get cyberears?
All of your implants are cyberware, it would've been easier on your Essence to mix some bioware in there.
You don't have an edit program.  You have tons of programs, so remember that you can't run all of them constantly without majorly slowing down your commlink.
You don't have any fake SINs or licenses.
You have 5 drones, only 1 has a weapon, and none of them are vehicles.  Are they just all supposed to be spying tools?

That's pretty much it.  Again, it's just the stuff I saw as I looked at it.  Everyone has their own opinions, I'm not claiming mine is right.
Title: Re:
Post by: Sichr on <05-06-13/1012:03>
Hard to answer single points from phone, I'll address it when I get home. Single point now: he is not a rigger. Investigator. The only armed drone is Ferret IMO, which stays at home all the time and has one single purpose (linked to lifestyle negative quality :D )
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: mtfeeney = Baron on <05-06-13/1039:03>
Oho...  Yeah, investigator instead of rigger makes the drones more understandable.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-06-13/1305:07>
Sichr, I took a look at your character.  Here are the things I noticed.  I'm definitely not saying these things are wrong, they're just what I noticed.  They're my thoughts and just my opinion.

1. First, it's a completed character, but we're supposed to send it before completing it so he can see karma and nuyen expenses and stuff.
2. I finally figured out you're a rigger...  but your pilot skills are only 8?  That's super low.
3. All of your skills are super low, but now that I realize you're a rigger... that might be normal.  it just strikes me as odd, because you have high attributes that seem to be wasted since your skills are so low.
4. You bought 2 urban explorer jumpsuits.
5. You have 5 sets of armor, and none of them stack.
6. You spent .4 essence on eye implants, why not just get cybereyes?  That would get rid of the need for the glasses, too.
7. You spent .4 essence on ear implants, why not just get cyberears?
8. All of your implants are cyberware, it would've been easier on your Essence to mix some bioware in there.
9. You don't have an edit program.  You have tons of programs, so remember that you can't run all of them constantly without majorly slowing down your commlink.
10. You don't have any fake SINs or licenses.
11. You have 5 drones, only 1 has a weapon, and none of them are vehicles.  Are they just all supposed to be spying tools?

That's pretty much it.  Again, it's just the stuff I saw as I looked at it.  Everyone has their own opinions, I'm not claiming mine is right.

1: OOps. and I forger to make backup. Hope that can be done...(I finished this so I can upload it to omae)  :P looks like I would have to do this one more time :P

2. No, Im not rigger. Investigator. Ex LS, sick and tired. And mostly drunk or immersed.
3. You mean 6x dicepool of 10 or higher is too low? Anyway, I have 27 active skills total...
4. Nope. Read again. Urban Explorer + Urban explorer Helmet
5. Yup. I use to have more clotches in my dresser. At least Jumsuit when I go jogging, clotches when I go shopping/drinking, Cat when it rains and vest when it gets hot.
6. Because I dont want to.
7. same as above
8. same as above
9. No need for Edit. I relly on my memory so I dont have to make any notes. + everything I write into computer tends to disappear in the week. Enigmatic. I`ll find out what happens when I got the time for it.
10. Nope. I am SINner. Legal. As for the gun or other R-rated gear I would have to take the risk :P or to buy fake licence when the time is right, well since my habbits right now are more introvert...like sleeping at home or drinking at Aurora, I dont think its necessary.
11. Most of them just obseravation tools. Ferret is build with purpose...it hunts down the pest in my flat, as I have Pest Magnet II and that means sometimes even devil rats get in. It is commanded to shot anything what isnt me. And it doesnt have safe target system, I hope it will aim right if it has to shot poisonous spider crawling on sleeping me.

That to your notes.
On the second, I think I found the reason of our previous disagreement.
I have an image of character in my head, which I try to convert into numbers and share it with GM, who tells me if OK or not OK. Thats all. I never read other players character sheets, because if I want to know something about their characters, all I have to do is to ask in IC. I dont argument/talk/post too much about the character creation, because I consider it to be private creative process. Between me and GM. Thats all. I understand that I can miss something or make some mistake from time to time, and then I welcome when someone notices and points me to that (like 20 pieces of the same armor :P ). But the build as it is is always intentional and is not the matter of discussion.
The way I am, sorry if I sometime force it upon others. Ill return back to my box and sty there for a while...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-06-13/1309:42>
Neat, drunk investigator! I take my role as lounge lizard quite seriously though, maybe we could meet at a club?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-06-13/1313:00>
 :o
Begone, you halucination!
takes another sip...focusing on the glass
Hey, Hun, what`s that. Today`s special?
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-06-13/1622:35>
I'm afraid I might break the furniture though.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-06-13/1642:28>
Damn its still here...
Easy...easy...big ummm...scaly thing...
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-06-13/1647:58>
Han, give it something to drink...if you can see it, that is..
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-06-13/1745:57>
I think that quote belongs at the head of a character page, I might have to use it.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Whiteblade111 on <05-06-13/1803:22>
Are you still accepting players? I'm a bit of a new Shadowrunner, and I'm looking for a second game to supplement my time.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Aryeonos on <05-06-13/1805:48>
I think we're full up currently.
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-06-13/1823:19>
Check your options, you might be paying more at character creation for your attribute increases than you should. An elf going to 8 charisma should cost as much as a human going to 6.
The cost to increase an attribute is (5 * New Level). While an elf would not pay as much as a human to go to Agility 5 due to having those first 2 die free, that doesn't mean that you're paying less to go from Agility 4 to Agility 5, that cost is always 20 karma. A human would pay 70 karma for 5 agility, the elf starts at 2 agility and would only pay 60 karma for 5 agility. I didn't notice chummer's optional rule, I've never heard of it before, and I don't like it. It just doesn't make sense to me.

9. No need for Edit. I relly on my memory so I dont have to make any notes. + everything I write into computer tends to disappear in the week. Enigmatic. I`ll find out what happens when I got the time for it.
Edit is a program that anybody using computers might use. It's not necessary just to write notes - that's like being able to use a computer for email or such without necessarily having the Computer active skill. Edit is used when you want to alter a recording - for example, a hacker and noticed a security camera observe your face while on a run. The hacker hacks into that camera's node and uses Edit to remove his face so there is no record of his presence. I would imagine that an investigator would have enough of the hacker role that you might have Edit.

Empathy Software: I've received PMs about concern regarding Empathy software, and since nobody's got it as an important element of the character concept I'm tossing it for this game. All of you look well-prepared enough that this shouldn't be an issue.

Confirmed Characters
All4BigGuns: Sidhe - SURGE'd elf B&E and close combat
Aryeonos: Nidhogg - Naga psionic magician, face

Comments
mtfeeney: Baron - SURGE'd elf magician, conjurer
I think that your character is pretty good (minus the empathy software), though I think that the mafia Don is not a core aspect of the character and might better be represented by the multi-region magic Group Contact. Alternately, the Talismonger might be easily substituted by a magic group. The issue is that initiatory groups tend to do more than only initiation, and I don't want to okay a free group group contact, particularly one with extensive magic resources. Based on your earlier post, it seems like that's more of an important aspect of the character concept and plan. If you want to shift it so that you need to pick up the magic initiation group later then you wouldn't start with the group discount but you wouldn't have to worry about any of the costs of a magic group.

Mirikon: The matrix condition monitor =8+(system/2), not the full system, making 8+3, which comes to 11. (I looked it up in RC page 89 because I'd never made an AI character before). After reading some more through the books, I don't want to allow the Shiawase Arms Tactical Model 73, but the rest of your gear looks good (except the empathy software being left aside for this game). I find it amusing that you have more environmental gear, as an AI wielding a drone, than any of the organic members.

I still haven't seen any revised sheets (or chummer files at all) for RHat or Sichr. That's the crew we're looking at right now.
Title: Re:
Post by: Sichr on <05-06-13/1840:42>
My .zip is posted a few pages back. Also available on omae, search by author: sichr. Char: andreas boil
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-06-13/1847:01>
I'm still working on revising to get the right feel...  Having to deal with the increased cost of raising attributes AND pay for the metatype is making it a bit of a difficult balance to strike ...  Will finish tonight, I expect.

Also:  Runner's Companion is pretty explicit on the point that initiatory groups and submersion networks are not typically group contacts.
Title: Re:
Post by: Sichr on <05-06-13/1847:26>
As for edit, Ive just forgot about a few things not directly linked to concept, and as said before, Ive marked char as created. To tell the truth, the only use i ever had for Edit was when i was hacker, and this is not the case. Its a few bucks, can be downloaded in game if needed.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-06-13/1849:53>
For non-hackers, the best thing to do is often to get one of the FTL program packages, which as I recall contain everything you'll have need for for a pretty decent price.
Title: Re:
Post by: Sichr on <05-06-13/1853:16>
Btw tossing means empathy is not alowed? Since it is not necesary, but i have almost full scale of sensor sw and I intend to use it if situation calls for it.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-06-13/1905:39>
I need to make my magic group into a group contact?

If empathy software is gone, that means all of the other sensor softwares are gone as well, correct?  The empathy software was actually part of my core character.  I purchased a high performance commlink specifically for it along with optimization for that software.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-06-13/1932:05>
Things like empathy software and skillwires are more wageslave, and robotic greeter things, I thought your character was something of an academic, and a mage, who are usually body purists, the idea just seems on opposite ends of things. Though wage mages, and anyone else in the mud making a living bend that rule as necessary. Unlike loftier mages who are just sitting up in their tower (30th floor office) writing dissertations on magical theory for their money.

I'm not telling you how to build your guy, it just seems at odds with itself.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mithlas on <05-06-13/2123:57>
@RHat: I've re-read Runner's Companion 126, and I think I agree now that initiation groups are not necessarily group contacts - though they can easily be converted from a suitable group contact. Of course, without paying for a group contact they will not be valid for any use contacts are used for. If you want to go to your initiation group for information, goods, or anything like that, you'd need a Group Contact, but if it's just initiation then it's in rules as specified.

Nobody has empathy software as the focal point of their character. It's a useful tool, but it's not critical for anybody. Due to this, and one's discomfort with it, I don't think that it being not allowed for PCs or NPCs will be an issue. Other sensor software is still valid - it isn't as encompassing and fewer people have an issue with Weapon Identification or Lie Detection.

@ Sichr: I have it now, and now I have a couple questions.
1) A Cranial Bomb is normally a very serious threat forced on the PC, is it something he put in himself? Forced into him by the doctor? Something from an unknown source that he hasn't discovered yet?

2) Although you can stack most of these armors, but that would result in a lot of encumbrance.
 
3) You have a large spread of skills, but the only skills that you have much focus in is Influence. It fits with the character concept, but most characters specialize in two or three things. Was this your intention?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-06-13/2252:18>
Slight alterations made after switching the Barrett out for a sporting rifle.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-06-13/2355:43>
Erg. Taking out my primary weapon hurts bad. Now I'm looking for a good weapon to replace it with, and still be able to get both RC and keep it quiet.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/0000:41>
Erg. Taking out my primary weapon hurts bad. Now I'm looking for a good weapon to replace it with, and still be able to get both RC and keep it quiet.

You could try the Mordred or my old standby, the HK 227-X.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-07-13/0016:02>
Yeah, those are both SMGs, though, instead of the assault rifle I had.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/0020:05>
After looking at it, I think I know the problem. It's probably that 100 round ammo capacity. You could see if the Onotari Kali or Onotari Punisher is more acceptable.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0221:11>
What's wrong with the Tactical? Considering it's construction you really couldn't slim it down much, so it's a no go on subtle, but that's pretty much ARs general. It's gotta be my favorite AR in the game though, expensive as hell though. (and it's one of like a handfull of guns in the book with a non stupid picture...)

Try the P-93, which is an SMG, but it's my go to gun for almost no recoil, and good baseline upgrades. Or the HK-227 Arctic, again, SMG but the standards on it are top notch. Then there is the Onotari Room Sweeper, not a bad gun. And most of the AKs are fine and I think are only restricted.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/0225:19>
What's wrong with the Tactical? Considering it's construction you really couldn't slim it down much, so it's a no go on subtle, but that's pretty much ARs general. It's gotta be my favorite AR in the game though, expensive as hell though. (and it's one of like a handfull of guns in the book with a non stupid picture...)

Try the P-93, which is an SMG, but it's my go to gun for almost no recoil, and good baseline upgrades. Or the HK-227 Arctic, again, SMG but the standards on it are top notch. Then there is the Onotari Room Sweeper, not a bad gun. And most of the AKs are fine and I think are only restricted.

Like I said, I suspect that it's the 100(c) ammo capacity that assault rifle has.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0232:27>
it's not likely to come into play, both the gun and reloading it, but I'm hoping we won't have to be too combat heavy and can just rely on conceal carry. Bring a couple gecko grip gas grenades, that'll stop up anyone following us while they try and pronounce it, then remote det the neurostun.
Title: Re:
Post by: Sichr on <05-07-13/0306:24>
So if I undestand it right, someone butthurts about empathy SW so everyone else is forced to "cripple" their character? I know my character is not approved yet, well I have great issue with this kind of special treatement. If the answer on the question above is yes, save your efforts, Id rather not be part of the same group with such person.
Title: Re:
Post by: Sichr on <05-07-13/0324:38>
I did this publicly not to limit other player etc. hidden in PMs with GM. Well, I was adressing GM, as he is the only one privileged to answer my question.
And if you read it right, he is banning that sw because one of us didnt liked it. Not because he has problem with it or we as a team do.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-07-13/0326:48>
it's not likely to come into play, both the gun and reloading it, but I'm hoping we won't have to be too combat heavy and can just rely on conceal carry. Bring a couple gecko grip gas grenades, that'll stop up anyone following us while they try and pronounce it, then remote det the neurostun.
That is fine for some characters, but mine is more about bringing the pain. "Stealth" involves lots of chameleon coating, and suppressed weapons. Including the suppressed SA grenade launcher. "Not-stealth" involves a chameleon coated LMG. Now if we have to do concealed carry, I can do that, but my main focus is in using automatic weapons and swords.

So if I undestand it right, someone butthurts about empathy SW so everyone else is forced to "cripple" their character? I know my character is not approved yet, well I have great issue with this kind of special treatement. If the answer on the question above is yes, save your efforts, Id rather not be part of the same group with such person.
Not quite enough to bring me to quit, but I agree that kind of ruling sets a bad precedent for the game as a whole.
Title: Re:
Post by: Sichr on <05-07-13/0326:57>
Ah. Self-censorship.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-07-13/0328:56>
I'll admit that I do have an issue, notionally, with having that sort of discussion via PM rather than with the entire group.  It seems to me the rest of us should have been allowed a voice in the matter.

That said: You could really stand to put that in different terms, Sichr - that kind of phrasing creates conflict where there would otherwise be none.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/0331:49>
So if I undestand it right, someone butthurts about empathy SW so everyone else is forced to "cripple" their character? I know my character is not approved yet, well I have great issue with this kind of special treatement. If the answer on the question above is yes, save your efforts, Id rather not be part of the same group with such person.
Not quite enough to bring me to quit, but I agree that kind of ruling sets a bad precedent for the game as a whole.

Not so much. He did say he received PMs expressing concern on the matter, but as far as anyone knows, it could be everyone but the three of us that sent those PMs. Personally, I like Empathy Software for the purpose of the Street Sam getting a bit more defense against social skills (since they are used to resist themselves), and I would have liked to have been able to acquire a rating 4 version later for the character I put forth for this game to get a bit better for Con, but I'll deal with not being able to.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0341:31>
He actually said "one's discomfort with it".

I've spent the last 4 hours complete rebuilding my character.  With Empathy Software removed from the equation, my 100% full-dedicated face was only 2 dice ahead of the snake mage.  I had gone to the trouble of building a max CHA/SURGE Glamour/awesome optimized commlink for Empathy Software... and then I got knocked back to good but not better than the backup face.  I've completely changed my character to an ork chaos mage.  I'll hopefully have it posted in the next few hours.
Title: Re:
Post by: Sichr on <05-07-13/0418:19>
I admit I'am a bit on the edge when I wake up and came to work :P In Missions 2 PbP they have used to say "Sichr exploded again" every time I feel some unjustice. Sorry, Im working on it. That doesnt change the fact I feel this ir wrong. And even if i provoked this, it seems that I'm not the only one.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-07-13/0419:57>
"The good of the many outweighs the good of the few, or the one." --Ancient Vulcan Proverb
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0507:41>
I expressed concern because I think it's a straight up munchkin item, but if you all need it to survive as characters take it, my position stands that it's like one of 2 items in all the books that provides an unnecessarily high bonus for the cost of a couple skill specialization's.

But, it appears I'm outweighed in the issue, and I'd rather start playing than have a tension in the air.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0511:59>
Let me run something by you guys.  I'm deciding between 4 and 5 body in regards to the Shapechange spell.  5 gives access to sharks, alligators, sea lions, llamas, and 1 physical condition box.  If I drop body to 4, I lose all of that but I gain a few smaller things including large birds(eagle, vulture, etc.).  Is it worth losing the higher stuff to have access to being a bird?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0520:51>
It's not really worth losing the extra body for soak purposes, if you go down to 4, you might as well go down to 3. That's from a purely math standpoint though.

How fit is your character supposed to be? Does he work out? 5 body is in the realm of commandoes and UCAS, CAS soldiers.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0536:12>
Actually, he's chubby.  Body is comparable to body mass and health.  Strength is closer to actual fitness and... well, strength.  He's an ork, so he'll have 3 strength and 4 or 5 body.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0541:40>
Body = health and fitness, perhaps not muscle development, but your overall fitness and immune system. So you can have a healthy gangly jogger who ways 120, with a body of 4, and a pudgy accountant who doesn't eat too well, who weighs 240, but has a body of 2.

It's more or less how quickly you get winded from exertion, slightly better quantification.

Edit: He could be all pudgy and cute, and still be fit, he just keeps the weight on due to genetics or environmental reasons.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-07-13/0554:24>
And, a somewhat revised version - still having some trouble getting the right feel, but with the chargen limitations (special attributes as part of the half-karma limit, karma cost for metatype) I'm not sure if I'll be able to get quite what I've been trying for anyways...

Baron:  Decide between 3 or 5 - because of how the rounding goes, it's best to have that at an odd value. 
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0615:05>
Wait, we're using a house rule that includes special attributes in the 50% limit?  I didn't see that listed anywhere, and I certainly haven't been using that.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/0617:52>
What?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0620:05>
Well I'll be damned...  I thought karmagen was the same as BP gen except for the costs and stuff.  But there it is at the bottom of page 42, special attributes are included in the 50% karma plus twice your racial bp cost.  Fortunately, my new character fits into this limit by coincidence.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/0647:43>
For the In Debt negative quality, I've seen lots of arguments about how you get rid of it.  For our group, do you just have to pay the money back +50% like the quality says?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-07-13/1018:40>
I expressed concern because I think it's a straight up munchkin item, but if you all need it to survive as characters take it, my position stands that it's like one of 2 items in all the books that provides an unnecessarily high bonus for the cost of a couple skill specialization's.
Sorry, but I call bull on that. Even going strictly by the RAW, to get that bonus at anywhere near the full level, you have to devote substantial resources (a comlink with a high enough Response and System to run it) to get that bonus at anywhere near the full level, or have an obvious piece of gear that doesn't look professional in the least, and any negotiator worth their nuyen would tell you to leave it outside while making the deal (emotitoy). Then you get into the question of whether the bonus is a social modifier or not, and falls under the limit for such things of (CHA+Skill), which entails getting even more of an investment to get the bonus. While I've heard arguments on both sides on this point, it is not clarified under the RAW.

In other words, to get that +6, you either have to be carrying your child's toy with you to talk with the Yakuza boss, or you have to invest in a commlink costing 10K or more, plus the System for it. THEN you also have to have CHA+Skill to match the bonus.

The problem with empathy software is that people see 'Add rating to social skill tests', and go around screaming like the world is ending, without bothering to check to see if the software cost is the only cost involved. Empathy software is a good piece of gear, and I'd recommend everyone get it, at least at the Rating 3 or so level (which most people can swing without issue) since social skills are only defended by social skills. But then, I also recommend everyone get smartlink goggles, or their equivalent, because a +2 every to any smartgun you pick up is also a damn good thing. Empathy software is social armor for most characters.
Title: Re:
Post by: Sichr on <05-07-13/1054:00>
There is more. Simple bonus is good when you tend to solve social situations by throwing the dice. If you tend more to roleplaying  way of solving this, and PbP is excelent ground for it, GM/player can use it to describe feelings of oposite side and introduce some serrious and important leads. Sometime its more fun than use of violence.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mithlas on <05-07-13/1230:21>
I didn't expect this much kvetching about Empathy Software - I knew that some people didn't like it, but I also know that it takes a not-insignificant investment to use (of course, being able to apply the +6 bonus only requires a standard Cha 3 human with 3 ranks in Influence. I personally think that the other modifiers and natural limits on what you can do socially mean it's not as big a deal as some I heard arguing against it on the empathy software threads). I personally don't care whether it's in or not, but you all need to be on-board with each other before we can start. We haven't even touched on the question of whether any of your characters know each other or not.

Well I'll be damned...  I thought karmagen was the same as BP gen except for the costs and stuff.  But there it is at the bottom of page 42, special attributes are included in the 50% karma plus twice your racial bp cost.
We're using racial cost=BP cost, not 2*BP. The rest is the same, though. I don't want too many house rules which might confuse people.

@ Sichr: Let me be blunt. You're already in a number of PbPs on the boards, and I am repeatedly seeing you acting belligerent in this thread. There's a difference between snark or a dark sense of humor and tending towards hostility when something outside is bothering you. Are you sure you're up for adding this game?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/1302:23>
Actually, the 'racial cost' is the same in both systems by the rules. It isn't a house rule.

Quote from: Runner's Companion page 42
Step 1: Choose Your Metatype or Other Character Race Option
First you must choose metatype or other alternative character
concept (i.e. shapeshi er, AI, sasquatch, etc.); there Karma cost for
metatype or race is equal to the BP cost for that metatype or option
(i.e. if a race costs 10 BP, in Karmagen it costs 10 Karma); the
BP cost should be noted as it is important for Step 3.  e Metatype
Attribute Table (see p. 70 and p. 81, SR4A) or the relevant table in
the section describing the new character races in this book provide
your character’s starting and maximum attribute ratings.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-07-13/1308:30>
...
@ Sichr: Let me be blunt. You're already in a number of PbPs on the boards, and I am repeatedly seeing you acting belligerent in this thread. There's a difference between snark or a dark sense of humor and tending towards hostility when something outside is bothering you. Are you sure you're up for adding this game?

I want in. What Ive said in this thread may have not been all nice, but sometimes proved right. Yes, I tend to defend my possition fiercely. I tend to sound even more harsh/offensive, as my language skill is limited. But that is no excuse. I promise that Ill try to keep myself calm, since I really want to try this character in game and IMO this is interresting company. But not for any price. I stand for the principles I (maybe more angrily than fit) defended, and I wont be able to cross this line in future (well I will try to start the discussion without using words like "butthurt" i.e.)
If this is good with you, Im ready to answer your questions on character. If not, there is no need for me to do it.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/1610:18>
For the Charisma and skill needed to use the empathy software, the restricted gear for the link, and money for the link, the program, and peripherals necessary to run it, it's only 76 Karma

Compare to an adept, to get the +5 from Kinesics and Improved ability, who does not need to improve his charisma, but needs influence at 4 for the ability bonus, it costs 110 Karma


Just paying for the bare minimums for bonuses, the Empathy software comes out ahead at a 12 DP, the adept is only at 10

If they were both to max out their charisma (6) and influence (4), the empathy software would be at a 16, where as the adept would be at 15, and would have spent an additional 39 Karma. He still has .5 PP leftover, I could not find an adept power that would give him an additional social die.

I looked at the cyberware route, which is the most costly, and all the social modifier ware is completely situation and up to the GM discretion. With the exception of tailored pheromones. On top of being money costly, it also counts against your essence score. If everything swung the cybered guys way, it'd cost 179 Karma to get a 15 DP, that's using both the pheremone bioware. He'd just really be "Wared" not necessarily cybered.

To me, empathy software looks like a point grab. But that's just my take on it.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-07-13/1621:14>
I'm really not sure why people think social modifiers means "all dice pool modifiers to social tests" - there is a rather different definition implicit in that section of the rules, and ruling in that fashion makes other, more expensive things to boost social skills far less valuable.

Acutally, this seems like a good subject for a Rules thread.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-07-13/1627:15>
It already has been several times. It always gets locked.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-07-13/1653:12>
It already has been several times. It always gets locked.

I wonder why...
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/1722:59>
I read the article on it looking for some direction as to whether it was a situational modifier, or a regular gear modifier and I couldn't make heads or tails of it. If it's a gear modifier you need some skill to properly utilize it, and that's how I used it in my example, if it's a social modifier then it's just additive. Though I don't recall the cap on situational modifiers, if there is one.
Title: Re:
Post by: Sichr on <05-07-13/1736:28>
Please. I've promissed to play nice :)
only one thing: you are able to get 4 dices on hacking being illiterate idiot with logic 1, if you have top non restricted commlink with exploit 5. With hacking 1 you have 7 dices. You realy dont need any skill to be able to read emo interface. It tells you all you need to know. I hate it, but it is raw, and the sw makes sense, has the reason d'etre. All I can do is to accept it and hope new edition removes the flaws on it. Sad.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/1751:13>
Well, that entire discrepancy did give birth to Mungo. That and the Mel Brooks film, got to see that in theatres, was quite exciting.

There are rules to use attributes as well though, but I don't think I've ever used a hacker with a logic lower than 4, even if it didn't come into play directly in hacking.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: RHat on <05-07-13/1809:07>
There are optional rules for that, though they do cause...  Problems.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-07-13/1811:24>
I seem to recall making up my mind about them a very long time ago, though I haven't read the specific rule in a while.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-07-13/1839:30>
Well I'll be damned...  I thought karmagen was the same as BP gen except for the costs and stuff.  But there it is at the bottom of page 42, special attributes are included in the 50% karma plus twice your racial bp cost.
We're using racial cost=BP cost, not 2*BP. The rest is the same, though. I don't want too many house rules which might confuse people.
It's not a house rule, and it's not about the cost of the metatype.  The rules for karmagen say that your attributes, including your special attributes, are limited to half of the karma plus twice the bp cost of the metatype.  If you're an ork, your attribute limit for a 750 point build is 375+(20 * 2)=415. 

I'll hopefully have Pakka posted during lunch, but it might have to be after school.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-08-13/0018:00>
How the hell do I spend 1 karma?  I have max money, using it all so i can't lower it, and everything else costs 2+...
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: All4BigGuns on <05-08-13/0025:08>
You can save up to--I think--5 karma through the creation process.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-08-13/0059:25>
Ok, I'm posting my new ork mage, Pakka.  I'd like to get your opinions on which character to play, assuming Empathy software is allowed.

Pakka is a slightly better mage and has much higher survivability in combat.  He has no other notable skills... unless you count 11s in the electronics skill group.  His personality is beyond bad.
Baron is slight worse as a mage, but he's a great face and he has decent combat skills outside of magic, too.  With skillwires, he has quite a bit of potential variety.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-08-13/0117:47>
For the Charisma and skill needed to use the empathy software, the restricted gear for the link, and money for the link, the program, and peripherals necessary to run it, it's only 76 Karma

Compare to an adept, to get the +5 from Kinesics and Improved ability, who does not need to improve his charisma, but needs influence at 4 for the ability bonus, it costs 110 Karma
All right, full stop. Right here is where your problem is. That's a false dichotomy. Why? Because the Adept can still add on the empathy software on top of that. So this comparison, and all the math that follows from it is meaningless.

Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-08-13/0424:24>
You guys have a really inconvenient sleeping schedule...   ;D  Maybe tomorrow I can find out if you'd prefer a super face/mage, or a full mage more dedicated to combat.

Here's the character, in case you don't want to download the zip.

Stats
== Info ==
Street Name: Pakka Chops
Name: Thomas Parker the third
Movement: 10/25, Swim: 5
Karma: 1
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Ork Male Age 18
Height 6'4" Weight 280 lbs.
Composure: 7
Judge Intentions: 6
Lift/Carry: 8 (45 kg/30 kg)
Memory: 12
Nuyen: 580

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

== Derived Attributes ==
Essence:                   5.305
Initiative:                5
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         5
Matrix IP:                 1
Physical Damage Track:     12
Stun Damage Track:         11



Skills
== Active Skills > 0 Ranks ==
Arcana                     : 1                      Pool: 11
Assensing                  : 4                      Pool: 11
Banishing                  : 4                      Pool: 12
Binding                    : 4                      Pool: 14
Computer                   : 1                      Pool: 11
Counterspelling            : 4 [Combat]             Pool: 8 (10)
Data Search                : 1                      Pool: 11
Dodge                      : 4 [Melee Combat]       Pool: 5 (7)
Etiquette                  : 2                      Pool: 4
First Aid                  : 1                      Pool: 11
Hardware                   : 1                      Pool: 11
Perception                 : 1                      Pool: 8(11 Visual and Audio)
Software                   : 1                      Pool: 11
Spellcasting               : 6 [Manipulation]             Pool: 14 (16) (13 for Combat spells)
Summoning                  : 4                      Pool: 12
Survival                   : 2                      Pool: 7

== Knowledge Skills ==
Madam Mozimbo's Magical Manor: SSSSSS : 11                      Pool: 21
- Linked skills: Arcana, Assensing, Astral Combat, Banishing, Binding, Counterspelling, Enchanting, Spellcasting, Summoning
Ork Underground Military Training(Mage/Mechanic) : 10                      Pool: 20
- Linked skills: Armorer, Automotive Mechanics, Automatics, Chemistry, Climbing, Demolitions, Disguise, Dodge, Escape Artist, Etiquette, First Aid, Gymnastics, Industrial Mechanic, Infiltration, Medicine, Nautical Mechanic, Navigation, Palming, Perception, Pilot Ground Craft, Pistols, Running, Shadowing, Survival, Throwing Weapons, Tracking, Unarmed

== Language Skills ==
English                    : N                      Pool: 0 (2)
Or'zet                     : 6 [Lingo]              Pool: 13 (15)



Contacts/Qualities/Spells
== Contacts ==
Sgt. Slate "Muffins" Baker, Ork Underground (3 (7), 6)

== Qualities ==
Erased (1 Week)
Extravagant Eyes (Silver irises)
Impaired Attribute (AGI)
Impaired Attribute (REA)
Impaired Attribute (CHA)
In Debt (10,000¥)
Low-Light Vision
Magician
Mentor Spirit (Snake) (+2 Detection, +2 Binding, -1 Combat)
Restricted Gear (Rating 2)
Scorched

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + LOG (12))
Disappear - Multi-Sense Physical Concealing Illusion - Hides you from sight/hearing/smell (Self-only) DV: (F÷2)-1 <-- Custom Spell
Fashion                    DV: (F÷2)
Fix                        DV: (F÷2)+1
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Mana Window, Extended Range DV: (F÷2)+2
Physical Mask              DV: (F÷2)+1
Powerbolt                  DV: (F÷2)+1
Shapechange                DV: (F÷2)+2
Stunball                   DV: (F÷2)+1
Stunbolt                   DV: (F÷2)-1



Implants/Armor/Weapons/Gear
== Cyberware/Bioware ==
Cerebral Booster Rating 3
Datajack
Eye Light System
Obvious Foot (Left)
   +Nanohive Rating 2
   +Armor Rating 1
   +Customized Body Rating 9

== Armor ==
Ballistic Mask            2/1
Form-Fitting Full-Body Suit6/2
   +Insulation 3
   +Nonconductivity 6
Helmet                    1/2
   +Biomonitor
SecureTech PPP Armor (Ensemble with Helmet)2/6
   +Chemical Protection 6
   +Insulation 3
Taser Shield              2/6
Vashon Island: Steampunk Corset/Vest (Ensemble)13/10
   +Carbon-Boron
   +Delta-Amyloid
   +Fire Resistance 6
   +Kevlar-Threading
   +YNT SoftWeave
Zoé: Moonsilver Scarf     1/0

== Weapons ==
Ares Alpha
   +Smartgun System
   Pool: 0   DV: 6P   AP: -1   RC: 2
Unarmed Attack
   Pool: 0   DV: 2S   AP: -   RC: 0

== Commlink ==
Sony Emperor (1, 2, 2, 3)
   +Renraku Ichi
   +Biometric Reader
   +Subvocal Microphone
   +Hardening Rating 6
   +Analyze Rating 2 [Copy Protection 2, Ergonomic (Hacked), Registration]
   +Browse Rating 2 [Copy Protection 2, Registration]
   +Command Rating 2 [Copy Protection 2, Registration]
   +Edit Rating 2 [Copy Protection 2, Registration]
   +Encrypt Rating 2 [Copy Protection 2, Ergonomic, Registration]

== Gear ==
Backpack
Combat Fetish
Contact Lenses Rating 3
   +Image Link
   +Flare Compensation
   +Vision Enhancement Rating 3
Detection Fetish
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 3
Fake SIN (William Zapka) Rating 4
   +Fake License (Restricted Weapons - Security Contractor) Rating 4
   +Fake License (Magical Implements - Security Contractor) Rating 4
Fake SIN (Fredrick Mercury) Rating 4
   +Fake License (Restricted Weapons - Security Consultant) Rating 4
   +Fake License (Magical Implements - Security Contractor) Rating 4
Gas Mask
Goggles Rating 6
   +Ultrasound
   +Vision Magnification
Healing Fetish
Illusion Fetish
Latex Face Mask
Manipulation Fetish
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
OXSYS Artificial Gill
Power Focus (Bonded Foci) Rating 4
Stimulant Patch Rating 6
Survival Kit
Tranq Patch Rating 6 x4
Trauma Patch



Details
== Description ==
Pakka is a big one. With his silvery eyes and long, greasy brown hair, unpleasant face, and general air of contempt and mocking, he is about as likeable as a grenade... meaning only when useful. He constantly wears a mish-mash of clothing, layers upon layers. The general look to it is usually steampunk-ish, but this changes from time to time or when needed.

== Background ==
Thomas Parker, III was born to a lovely pair of humans in the Renraku Arcology in 2056. The couple were immediately disgusted and ashamed of their ork baby, so they took a quick trip to the barrens to abandon it. Lucky for him, a few orks were watching from the shadows as the norms came and went. They took him in and raised him as their own in the Ork Underground. His life there wasn't easy, but that never stopped him. He was driven to excel...in whatever ways he was actually able to do. He quickly discovered that not all children were the same as him. Ork or not, they were all quicker and faster than him. He took to pacing himself and thinking deeply, which proved a blessing when his gift Awakened. With his keenly analytical mind(exceptional for an ork or any other race, for that matter), he applied himself wholeheartedly to delving the depths of the magical world. His adoptive parents sent him to the infamous MMMM:SSSSSS(Madam Mozimbo's Magical Manor: Super Secret Sorcerous Schoolhouse for the Self-Sufficient), where he received extensive training with his gift. Although physically slow, his rapacious mind quickly saw him graduating from her institution and moving on to bigger and better things. Bigger and better things turned out to be the OUSF(Ork Underground Security Force), the highest-tier military group in the Ork Underground. Recognizing his talents, the leaders were nevertheless skeptical about his participation, due to his weakness in regards to physical abilities. While not exactly excelling at the training, he managed to pass(barely) the basic training through monumental amounts of sheer will, but it wasn't meant to be. On his first call to duty, his slowness cost 4 men their lives. He was summarily discharged from service, but the higher-ups knew it wasn't truly his fault. Pakka has now left the Ork Underground to see the outside world.

== Concept ==
Mage

== Notes ==
He keeps in touch with the Ork Underground, and they treat him as family.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Aryeonos on <05-08-13/0457:11>
Which makes empathy software even more broken, you do realize that? The exercise was in cost comparisons for near similar benefit. It'd be only 16 karma to add in the commlink, restricted gear, and money for the software, link, and peripherals, to add it on to the adept build.

Why bring it up anyway, you're not going to change how you see it, it's just wasted thread space.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-08-13/0507:56>
@ Sichr: I have it now, and now I have a couple questions.
1) A Cranial Bomb is normally a very serious threat forced on the PC, is it something he put in himself? Forced into him by the doctor? Something from an unknown source that he hasn't discovered yet?

2) Although you can stack most of these armors, but that would result in a lot of encumbrance.
 
3) You have a large spread of skills, but the only skills that you have much focus in is Influence. It fits with the character concept, but most characters specialize in two or three things. Was this your intention?

1) As described in background story. HMHVV infection so far isnt affecting Andreas, as he is Dwarf (carrierr: Loup Garou strain - affects human) But the nature of HMHVV makes it really unpredictable and possible to mutate. If  Steam`s body began to show signs of developing HMHVV infection, implanted biomonitor sends the signal and...plop

2) I really dont intend to wear all those armors together. Really. I just want a few different sets of clotching. Nobody I know has only one set of clotching in the dresser. IMO it is not standard even in 6th world

3) Datasearch, Perception, Social skills, as my primary role is Legwork and Informations gaining for the rest of the team. Mostly support role, I know, but I dont mind.
Also...when you add cyberlimb bonus to my standard attribute (IDN why Enhanced attribute isn`t added authomaticaly), I have decent pool for Pistols (14 with smartgun) and Melee(13)
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-08-13/0542:28>
Chummer doesn't automatically set skills to use cyberlimb attributes.  You have 13 dice for your cyber spur, 14 with the pistol, 13 perception, 8(10) tracking, 10s in the social skills except intimidation, 7 Data Search.  You're decent with the spur and pistol, your perception is nice...  but your social skills aren't great, and 7 data search is awful for something that's your specialty.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-08-13/0557:14>
I see what I missed...Datasearch :P
Must have been downgraded when I decided to use remaining karma for Electronic group. Original version is Datasearch skill 4 (which means Dataseach 4 + Browse 5+ Analytic mind 2 + 1 for Agent participating on task)
Seems like I would have to do this again wanting or not.
And trust me, having Influence group at 4 is enought to get some info on the street. Im not the face designed to negotiate with high profile Johnson. Using Empathy soft I go to 13 dices. Even without it, I really dont think that dicepool 10 is low. I havent seen your character, and Im not interrested in that, but I guess you would consider usefull dicepool to be somewhere close to 16 ? at least?
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: mtfeeney = Baron on <05-08-13/0603:03>
10 isn't bad, I just said it isn't great.  Our snake mage has 14s.  As for useful?  Maybe in the 9-12 range.  If you can average 3-4 hits or more, you've got a decent chance of succeeding at whatever.  A 16 is way beyond just useful... it's in the "hard to get this high" range, actually.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-08-13/0609:34>
I agree on this. Maybe Ill improve this in the future using karma, well for beginning I feel satisfied with this.
Pah. I hate to do all the customizing on drones again.Ill try to ask on Dumpshock if there is a way to undo "Mark character as created"
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-08-13/0617:46>
Found it, I hope. In Saves directory, there is Backup of create mode .chum files
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Mirikon on <05-08-13/0644:24>
Which makes empathy software even more broken, you do realize that? The exercise was in cost comparisons for near similar benefit. It'd be only 16 karma to add in the commlink, restricted gear, and money for the software, link, and peripherals, to add it on to the adept build.

Why bring it up anyway, you're not going to change how you see it, it's just wasted thread space.
Just because it provides a bonus does not mean it is broken. I've yet to see anyone provide an example of how it was any more 'broken' than something that provided a flat +2 to all your attack rolls with a weapon for 2/5 karma. Afterall, that's what an external smartlink and glasses with image link and smartlink comes to. Compared to the karma to get Improved Ability 2 in that weapon skill, surely that's broken, by your own math? We can go on and on with similar examples, if you wish, but I think you're confusing "Broken" with "Good". There are pieces of gear that are just plain good, better than other gear on that level. The Barrett 121 stands above all other sniper rifles. The Lined Coat is pretty clearly one of the best pieces of armor for low-mid Body characters. The Yamaha Sakura Fubuki is the best light pistol in the game. And so on. Just because there is gear that is better than other things, to the point that some people consider the gear essentials, that does not mean that gear is broken. For characters with low-mid CHA, and a basic 'link (3s across the board), Empathy software 3 is like much needed armor against social skills, because social skills are only defended against by social skills. For the face types, Empathy software adds a few more dice to an already large dice pool. Big deal. To a non-face, the software can literally double their dice pool, giving them at least a chance (especially with Edge) of defending against social skill attacks.

These are the facts as they stand. Now, if you want to discuss different ways that social skills could be resisted besides being based off the same skill, that's certainly a discussion that would be good to have, though elsewhere.
Title: Re: Seed of the Sickness - Recruiting [4]
Post by: Sichr on <05-08-13/0807:32>
Repaired version...I had to do some minor changes to spend the karma (like buying edit ;) Finished character...but not marked yet, this version is unavailable on Omae
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Mithlas on <05-08-13/1209:07>
not sure how to work all that into chummer and are you using martial arts qualities do not count toward you total quality house rule?
Martial arts are allowed but still cost karma. Go with the checkboxes for 'free knowledge' and 'charisma bonus' and that should allow chummer to get everything that we're still using. I expect the proposals in waiting to want to stay, so if you want to join this game you might want to post a character soon. I may close at 5 characters because it looks like we've got all of the party roles covered.

2) I just want a few different sets of clothing. Nobody I know has only one set of clothing in the dresser. IMO it is not standard even in 6th world
Just for a spot of humour, some people do it today:
(http://www.mbc.net/.imaging/stk/mbc/photo-mod4/media/MIGRATION-IMAGE/EN/monk_L/original/0089f0b5e2d612c302b8b86b1c5cd8d5b9194f32/monk_L.jpg)

@ Sichr: Okay, it looks like your character has a good spread of skills. Mtfeeney's already said that many people try to get 12-14 dice for skills they want to be very good at, but 10 is not bad (it just won't have a statistical average over 2 hits) and can be improved through karma. Once we get started, I'll allow skills and skill groups to be transitive (I see no reason not to allow them to be broken and reformed as seems to fit the character progression).

However, I don't have any information on your contacts - things like "human male fixer, to be named later" is something I can work with because I know what they do. Contacts with only a name (Hun Skaar, Archangelsk, Ramirez, noIC) lack any notes or information on what they do or who they know.

@ mtfeeney: Having 1s as attributes is something that can make it tougher on your character, but it ties in well with the backstory, so if you're okay with the weaknesses of having those low attributes, Pakka looks good to go.

@ Aryeonos: I understand the points you're making about Empathy Software, but I believe that everybody's supporting it in a proper manner with the necessary hardware and has moderate-level social skills rather than just going "Imma decker! I uze programz!" I wanted it brought up in the thread to see if others might have had any other feelings on it, but the consensus is clear that nobody else has a problem with it and I don't have any intrinsic problems with it.

Empathy Software stays. It's something that's at the disposal of PCs and NPCs, but there it is, just like any other gear, skill, or tactic.

Confirmed Characters
All4BigGuns: Sidhe - SURGE'd elf B&E and close combat
Aryeonos: Nidhogg - Naga psionic magician, face
mtfeeney: Pakka - ork magician with a group contact doubling as a magic/initiation support group

Characters in waiting:
Mirikon: Chikage - AI android street sam. I've looked through the page on the Tactical, and I've decided that it is a 12F, so it would cause problems if you were caught with it, but despite being a 100(c) high velocity gun that it's a valid choice, though it would cause problems if you were caught with it.
Sichr: Andreas Boil - dwarf private investigator
Title: Re: Seed of the Sickness - Recruiting [6]
Post by: Sichr on <05-08-13/1234:52>
However, I don't have any information on your contacts - things like "human male fixer, to be named later" is something I can work with because I know what they do. Contacts with only a name (Hun Skaar, Archangelsk, Ramirez, noIC) lack any notes or information on what they do or who they know.

On it.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/1326:15>
Huh.  My revision seems to have vanished.  Will repost when I get home
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: All4BigGuns on <05-08-13/1340:25>
With the new clarification on Empathy Software, I felt a final tweak. Pretty much just added that and Lie Detection Software, and switched Con specialty from Fast-Talk to Seduction.

Hopefully it does start soon, or else I'll probably end up thinking of more changes :/

Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-08-13/1516:49>
Mirikon: Chikage - AI android street sam. I've looked through the page on the Tactical, and I've decided that it is a 12F, so it would cause problems if you were caught with it, but despite being a 100(c) high velocity gun that it's a valid choice, though it would cause problems if you were caught with it.
Well, if I got caught with most of my gear, it would cause problems. ;) At any rate, sheet edited. The Tactical is still my primary, and I switched the Sig for a different battle riifle to use as my 'sniping' option. (Yes, it isn't an actual sniper rifle, but it uses sport rifle ranges, which is plenty for a sprawl, and I can actually use it in non-sniping situations.) Took out the Praetorian, and added in a machine pistol and a revolver.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/1551:31>
originally my character had a 5 in spell casting and 5 in con with Seduction, but I couldn't pull off the karma cost for everything or something, so had to rebalance.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Scawire on <05-08-13/1657:49>
I'd like to join a play by post game if there is still room I love to join in on the fun let me know then I'll give you a look at the character I'd like to play. IF there is still room for me 8)

IF I do get to join I was thinking a Pixie Hacker/Mage. One thing I haven't played alot of hackers so I might sometimes need a bit of help with it, from time to time. I do know the basics about it.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/1848:03>
Since empathy is back in, I'll go with Baron.  I'll put up a new version of him today.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/1908:52>
I liked your ork character better though. :) Just throw empathy on him.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/1921:25>
Can't, he barely could afford what he has now.  I had to take in debt just to finish things off for him... And I like him, too.  A lot...  he has a unique style that I'll be excited to play whenever he gets a chance if Baron dies or another game starts up, whichever.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/1926:33>
but.. but he's pudgy and magical with big TEEF
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/1932:26>
Yep, and he wears a sloppy assortment of clothes, and he's clumsy and slow...  Good comic relief when appropriate.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/1947:21>
Kinda strange I suppose

Why have your guys with low physical stats?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/2045:44>
Because I don't picture magicians a fast and agile, physically capable people. I see them as physically indoor due to the immense time they've devoted to their magical abilities. A physically capable magician should be an adept, instead.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/2048:36>
Because I don't picture magicians a fast and agile, physically capable people. I see them as physically indoor due to the immense time they've devoted to their magical abilities. A physically capable magician should be an adept, instead.

...  While the academic mage is certainly a valid concept, it is far from the only valid magician concept.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Scawire on <05-08-13/2106:26>
Sounds Like you guys have a few mages so here is the two characters I will propose to use IF there is still room.

PIXIE Mage / Hacker

Ork Smuggler / Hacker / Cyber Ninja.

Well I'll wait and see what you have to say I have a final to write tomorrow but I'll check back after a night of studying.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/2126:14>
some dedicated matrix support couldn't hurt, I usually go hacker, so this will be a bit of a left turn for me.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/2131:21>
And this is the revision that was supposed to be there in a previous post.


== Info ==
Street Name: Nitro
Name: Unnamed Character
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork
Composure: 6
Judge Intentions: 8
Lift/Carry: 8 (45 kg/30 kg)
Memory: 7
Nuyen: 0

== Attributes ==
BOD: 5
AGI: 3
REA: 3
STR: 3
CHA: 3
INT: 5
LOG: 4
WIL: 3
EDG: 2
RES: 6

== Derived Attributes ==
Essence:                   6
Initiative:                8
IP:                        1
Matrix Initiative:         11
Matrix IP:                 3
Physical Damage Track:     11
Stun Damage Track:         10

== Active Skills ==
Armorer                    : 1                      Pool: 8
Automatics                 : 4 [Battle Rifles]      Pool: 7 (9)
Automotive Mechanic        : 1                      Pool: 8
Compiling                  : 4 [Machine]            Pool: 10 (12)
Computer                   : 2                      Pool: 9
Cybercombat                : 1                      Pool: 8
Data Search                : 1                      Pool: 8
Decompiling                : 1                      Pool: 7
Electronic Warfare         : 2                      Pool: 9
First Aid                  : 1                      Pool: 8
Gunnery                    : 6                      Pool: 9
Hacking                    : 4                      Pool: 11
Hardware                   : 1                      Pool: 8
Perception                 : 1                      Pool: 6
Pilot Aircraft             : 1                      Pool: 4
Pilot Anthroform           : 1                      Pool: 4
Pilot Ground Craft         : 1                      Pool: 4
Pilot Watercraft           : 1                      Pool: 4
Registering                : 4                      Pool: 10
Shadowing                  : 1                      Pool: 6
Software                   : 4 [Threading]          Pool: 11 (13)

== Knowledge Skills ==
Alcohol                    : 2                      Pool: 7
Data Havens                : 1 [Shadows]            Pool: 6 (8)
Engineering                : 2 [Mechanical]         Pool: 9 (11)
English                    : N                      Pool: 0
Firearms                   : 2 [Modification]       Pool: 9 (11)
Japanese                   : 1                      Pool: 6
Matrix Phenomena           : 6                      Pool: 13
Or'zet                     : 1                      Pool: 6
Security Tactics           : 2                      Pool: 9
Sioux                      : 1                      Pool: 6
Spanish                    : 1                      Pool: 6
Street Racing              : 3                      Pool: 8
Vehicles                   : 2 [Modification]       Pool: 9 (11)

== Contacts ==
(4, 3)
(5, 3)
(3, 3)

== Qualities ==
Codeslinger (Control Device)
In Debt (25,000¥)
Juryrigger
Low-Light Vision
More than Metahuman
Poor Self Control (Thrill Seeker)
SINner (Standard)
Technomancer

== Complex Forms ==
(Tradition: Dronomancers, Resist Fading with INT + RES (11))
Command Rating: 6
Disarm Rating: 3
Encrypt Rating: 3
Exploit Rating: 6
Scan Rating: 3
Shield Rating: 3
Spoof Rating: 3
Stealth Rating: 6

== Lifestyles ==
Middle  1 months

== Armor ==
Ballistic Mask            2/1
Form-Fitting Full-Body Suit6/2
   +Biomonitor
   +Nonconductivity 6
Lined Coat                6/4
   +AR Enhanced
   +Color Changing
   +YNT SoftWeave
SecureTech PPP Armor (Ensemble with Helmet)2/6

== Weapons ==
AVC-7.62
   +Gas-Vent 3 System
   +Smartgun System, External
   +Smartgun System, External
   +Extended Clip
   +Firing Selection Change, Small Mod (FA)
   +Foregrip
   +Personalized Grip
   +Sling
   Pool: 9 (11)   DV: 7P   AP: -1   RC: 7
Colt Cobra TZ-118
   +Gas-Vent 3 System
   +Sling
   +Barrel Reduction
   +Folding Stock
   +Personalized Grip
   +Smartgun System
   Pool: 9   DV: 5P   AP: -   RC: 6
Unarmed Attack
   Pool: 2   DV: 2S   AP: -   RC: 0

== Commlink ==
Living Persona (5 (6), 4, 3, 3)
   +Living Persona
   +Biofeedback Filter Rating 3
Sony Emperor (2, 2, 1, 3)
   +Redcap Nix

== Gear ==
Ammo: EX-Explosive Rounds (Battle Rifles) x100
Ammo: EX-Explosive Rounds (Light Machine Guns) x300
Ammo: Gel Rounds (Battle Rifles) x100
Ammo: Regular Ammo (Battle Rifles) x100
Ammo: Regular Ammo (Submachine Guns) x50
Contact Lenses Rating 3
   +Image Link
   +Smartlink
   +Vision Enhancement Rating 3
Cram x10
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake License (AVC-7.62) Rating 4
Fake License (Colt Cobra TZ-118) Rating 4
Fake SIN Rating 4
Goggles Rating 6
   +Vision Magnification
   +Ultrasound
   +Low Light
Medkit Rating 6
Nanomemory x5
Neural Amplifiers, Neocortical Rating 3
Spare Clip (AVC-7.62) x5
Spare Clip (Colt Cobra TZ-118) x5
Trance x5

== Vehicles ==
Conestoga Vista (Bus)
   +Amenities, Squatter
   +Armor, Normal Rating 20
   +Drone Rack, Large
   +Drone Rack, Small
   +Rigger Cocoon, Basic
   +Vehicle Sensor
      +Camera Rating 6 [Thermographic, Vision Enhancement 3, Vision Magnification]
      +Microphone Rating 6 [Audio Enhancement 3, Spatial Recognizer]
      +Radar Rating 6
Ford LEBD-1 (Medium)
   +Improved Takeoff and Landing Level 2
   +Mechanical Arm
   +Weapon Mount (Normal, External, Fixed, Remote)
   +Medium Drone Sensor
      +Camera Rating 6 [Thermographic, Vision Enhancement 3, Vision Magnification]
      +Microphone Rating 6 [Audio Enhancement 3, Spatial Recognizer]
Hyundai Shin-Hyung (Sedan)
   +Armor, Normal Rating 5
   +Engine Customization, Acceleration
   +Engine Customization, Speed
   +Rigger Cocoon, Basic
   +Vehicle Sensor
      +Camera Rating 6 [Thermographic, Vision Enhancement 3, Vision Magnification]
      +Microphone Rating 6 [Audio Enhancement 3, Spatial Recognizer]
      +Radar Rating 6
Lockheed Optic-X (Small)
   +Improved Takeoff and Landing Level 2
   +Weapon Mount (Normal, External, Fixed, Remote)
   +Small Drone Sensor
      +Camera Rating 6 [Thermographic, Vision Enhancement 3, Vision Magnification]
      +Microphone Rating 6 [Audio Enhancement 3, Spatial Recognizer]
Steel Lynx (Large)
   +Ammo Bins
   +Armor, Normal Rating 12
   +Weapon Mount (Normal, External, Turret, Remote)
   +Defense Rating 3
      +Copy Protection Rating 3
      +Registration
   +Large Drone Sensor
      +Camera Rating 6 [Thermographic, Vision Enhancement 3, Vision Magnification]
      +Microphone Rating 6 [Audio Enhancement 3, Spatial Recognizer]
      +Radar Rating 6
   +Targeting (Self) Rating 3
      +Copy Protection Rating 3
      +Registration
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/2148:48>
How does a Techno-Rigger work?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/2152:02>
How do you mean?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/2206:14>
Because I don't picture magicians a fast and agile, physically capable people. I see them as physically indoor due to the immense time they've devoted to their magical abilities. A physically capable magician should be an adept, instead.

...  While the academic mage is certainly a valid concept, it is far from the only valid magician concept.
Sure, it's just my view of them.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/2209:53>
I mean... wait... how do you go about jumping into drones?  Or commanding them or whatever.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/2213:40>
Slip into VR, jump in.  Pretty simple.

Remote Control uses the Command Complex Form, which carries the benefit of being able to thread it up to a higher rating.

Alternatively, Machine and Tutor sprites are able to control drones.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-08-13/2224:14>
A technomancer can be a damn good rigger. Remember, control rigs aren't required for rigging any more.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-08-13/2226:21>
And their bonus can be mimicked with an echo - which is the stepping stone to being able to jump into ANYTHING.

I kind of forsee Nitro trying to work out an arrangement to borrow Chikage's drone for workshop help...  And I just realized I forgot to include tools.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-08-13/2238:17>
I'm sure something could be arranged. And for those of you who are wondering, the reason Chikage's got different kinds of survival gear is because drones have trouble with certain environments as well. And there's the synthetic flesh from her Mimic system. While the space suit might not come into play, if we're anywhere near water, then the diving armor will certainly be helpful.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/2253:49>
Don't forget a geiger counter and a glo-moss wand.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-08-13/2306:32>
You can never be too prepared. 8)
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-08-13/2340:44>
I hope someone has access to, and carries drugs and medicines.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: All4BigGuns on <05-08-13/2356:34>
...  While the academic mage is certainly a valid concept, it is far from the only valid magician concept.

It's generally what I do for a mage, but academic is very fitting for a hermetic (which is the tradition I use most). Even then, I try to be at least average in physicality--possibly one point less in Strength.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0000:48>
I'm rather fond of the psionic tradition, and the psychic warrior idea. Was one of my favourite builds in City of Heroes, was Dual Pistols and Psionics. But I don't know, to me the idea of sending in unfit people to do essentially what is spec ops commando work just doesn't seem to sit well with me. I don't see any reason why a mage shouldn't be as pure and fit of body as he is healthy of mind.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: All4BigGuns on <05-09-13/0006:35>
I'm rather fond of the psionic tradition, and the psychic warrior idea. Was one of my favourite builds in City of Heroes, was Dual Pistols and Psionics. But I don't know, to me the idea of sending in unfit people to do essentially what is spec ops commando work just doesn't seem to sit well with me. I don't see any reason why a mage shouldn't be as pure and fit of body as he is healthy of mind.

Hence why I try to be at least average in physical attributes, and the only reason I'll really take Strength to 2 is because it makes sense to me that if anyone is going to have a 2 there, it will be the mage. (The Hacker should be average Strength because computer equipment can get pretty heavy at times--speaking of the stuff he probably has at home)
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-09-13/0058:18>
I'm rather fond of the psionic tradition, and the psychic warrior idea. Was one of my favourite builds in City of Heroes, was Dual Pistols and Psionics. But I don't know, to me the idea of sending in unfit people to do essentially what is spec ops commando work just doesn't seem to sit well with me. I don't see any reason why a mage shouldn't be as pure and fit of body as he is healthy of mind.

Hence why I try to be at least average in physical attributes, and the only reason I'll really take Strength to 2 is because it makes sense to me that if anyone is going to have a 2 there, it will be the mage. (The Hacker should be average Strength because computer equipment can get pretty heavy at times--speaking of the stuff he probably has at home)

...  Computer equipment isn't light, but it's not THAT heavy.

But yeah, it's all about the concept you're playing to.  Some concepts, it makes sense to bottom an attribute or two out; others demand more roundedness.  It's not all that hard to think of hacker or mage concepts where you might expect a physical attribute of 1 but just as easy to think of some that demand good physical atributes.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0108:20>
Ooph..  I drank some questionable milk and now I'm nauseous.  No school, but I guess that means time to finish up my character.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0157:59>
Here he is.  Baron v2.0.  The new and improved.  The bionic man.  The... I can't think of anything else to add.

Stats
== Info ==
Street Name: Baron
Name: Reginald Farnsworth
Movement: 15/37, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 64
Height 6'5" Weight 125 lbs.
Composure: 13
Judge Intentions: 12
Lift/Carry: 4 (30 kg/20 kg)
Memory: 8
Nuyen: 0

== Attributes ==
BOD: 2
AGI: 2
REA: 2
STR: 2
CHA: 8
INT: 4
LOG: 3
WIL: 5
EDG: 3
MAG: 3

== Derived Attributes ==
Essence:                   5.03
Initiative:                6
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         9
Matrix IP:                 2
Physical Damage Track:     10
Stun Damage Track:         11


Skills
== Active Skills ==
Animal Handling            : 0                      Pool: 6
Animal Training            : 0                      Pool: 6
Archery                    : 0                      Pool: 1
Armorer                    : 0                      Pool: 5
Artisan                    : 0                      Pool: 6
Assensing                  : 2                      Pool: 9
Automatics                 : 0                      Pool: 1
Binding                    : 4 [Spirits of Man]     Pool: 11 (13)
Blades                     : 0                      Pool: 1
Climbing                   : 0                      Pool: 1
Clubs                      : 0                      Pool: 1
Computer                   : 0                      Pool: 5
Con                        : 3+1                      Pool: 21
Counterspelling            : 4 [Combat]             Pool: 7 (9)
Cybercombat                : 0                      Pool: 5
Data Search                : 0                      Pool: 5
Demolitions                : 0                      Pool: 5
Disguise                   : 1                      Pool: 8
Diving                     : 0                      Pool: 1
Dodge                      : 0                      Pool: 1
Escape Artist              : 0                      Pool: 1
Etiquette                  : 3+1                      Pool: 21
First Aid                  : 0                      Pool: 5
Flight                     : 0                      Pool: 1
Forgery                    : 0                      Pool: 1
Gunnery                    : 0                      Pool: 1
Gymnastics                 : 0                      Pool: 1
Hacking                    : 0                      Pool: 5
Heavy Weapons              : 0                      Pool: 1
Infiltration               : 1                      Pool: 3
Instruction                : 0                      Pool: 7
Intimidation               : 3+1                      Pool: 18
Leadership                 : 0                      Pool: 7
Locksmith                  : 0                      Pool: 1
Longarms                   : 0                      Pool: 1
Navigation                 : 0                      Pool: 6
Negotiation                : 3                      Pool: 20
Palming                    : 1                      Pool: 3
Parachuting                : 0                      Pool: 1
Perception                 : 3+1                      Pool: 11(14 Visual)(15 Audio)
Pilot Ground Craft         : 0                      Pool: 1
Pilot Watercraft           : 0                      Pool: 1
Pistols                    : 3+1                      Pool: 6
Riding                     : 0                      Pool: 1
Running                    : 0                      Pool: 1
Shadowing                  : 1                      Pool: 8
Spellcasting               : 6 [Manipulation]       Pool: 13 (15)
Summoning                  : 4 [Spirits of Man]     Pool: 11 (13)
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 1
Tracking                   : 0                      Pool: 6
Unarmed Combat             : 3+1                      Pool: 6

== Knowledge Skills ==
Magic School               : 9                      Pool: 15
Corporate Interactions     : 4                      Pool: 10
Shadowrunning Basics       : 4                      Pool: 11

== Language Skills ==
English                    : N                      Pool: 0
Sperethiel                 : 4                      Pool: 11
Cantonese                  : 3+1                      Pool: 11
Japanese                   : 3+1                      Pool: 11



Contacts/Qualities
== Contacts ==
Mathus O'Donnel (6 (18), 6)
Raven, Decker Extraordinaire (3 (9), 6)

== Qualities ==
Celerity
Changeling (Class II SURGE)
Distinctive Style
Erased (1 Week)
Extravagant Eyes
Glamour
Impaired Attribute (STR)
Low-Light Vision
Magician
Prejudiced (Common, Biased) (Orks)
Prejudiced (Common, Biased) (Trolls)
Prejudiced (Common, Biased) (Dwarves)
Restricted Gear (Rating 1)
SINner (Standard) (Reginald Farnsworth)



Spells
== Spells ==
(Tradition: Black Magic, Resist Drain with WIL + CHA (13))
Deflection                 DV: (F÷2)+1
Fashion                    DV: (F÷2)
Heal                       DV: (Damage Value)-2
Increase Reflexes          DV: (F÷2)+2
Levitate                   DV: (F÷2)+1
Mana Window                DV: (F÷2)
Physical Mask              DV: (F÷2)+1
Powerbolt                  DV: (F÷2)+1
Shapechange                DV: (F÷2)+2
Stunball                   DV: (F÷2)+1
Stunbolt                   DV: (F÷2)-1



Implants/Armor/Weapons/Gear
== Cyberware/Bioware ==
Obvious Foot (Left)
   +Nanohive Rating 2
   +Armor Rating 1
Skillwires Rating 3

== Armor ==
6 Tees urban fashion (Horizon)0/0
Ballistic Mask            2/1
Form-Fitting Full-Body Suit6/2
   +Thermal Damping 6
   +YNT SoftWeave
SecureTech PPP Armor (Ensemble)2/4
   +Fire Resistance 6
   +Nonconductivity 6
Vashon Island: Synergist Longcoat (Ensemble)11/4
   +Chemical Protection 6
   +Delta-Amyloid
   +Insulation 6
   +Kevlar-Threading
   +YNT SoftWeave
   +Concealable Holster

== Weapons ==
Ares Predator IV
   +Concealable Holster
   +Silencer
   +Additional Clip, Pistol
   +Chameleon Coating
   +Personalized Grip
   +Skinlink
   +Smartgun System
   Pool: 6   DV: 5P   AP: -1   RC: 1
Shock Glove
   +Chameleon Coating
   +Extended Clip
   +Skinlink
   +Tracker
   Pool: 6   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   Pool: 6   DV: 1S   AP: -   RC: 0

== Commlink ==
Custom Commlink (5, 5, 6, 3)
   +Custom Commlink OS [Firewall 6, System 5]
   +Subvocal Microphone
   +Trodes
   +Armor Case Rating 6
   +Biometric Lock
   +Hardening Rating 6
   +Skinlink
   +Optimization (Empathy Software)
   +Empathy Software (Hacked) Rating 6
   +Noise Analysis Software (Hacked) Rating 6
   +Agent (Hacked) Rating 4 [Adaptability 3 (Hacked), Cascading 3 (Hacked), Homeground 6 (Hacked)]
   +Analyze (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Browse (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Command (Hacked) Rating 6 [Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Edit (Hacked) Rating 6 [Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Encrypt (Hacked) Rating 6 [Crashguard (Hacked), Ergonomic (Hacked), Viral Resistance 6 (Hacked)]
   +Simrig
Novatech Airware (3, 3, 3, 3)
   +Iris Orb
   +Suite: Pro User [Analyze 4, Browse 4, Command 2, Edit 4]

== Gear ==
Activesoft (Unarmed Combat, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Pistols, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Con, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Negotiation, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Etiquette, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Intimidation, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Activesoft (Perception, Hacked) Rating 3
   +Personalized (Hacked)
   +Pluscode (Hacked) Rating 2
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Stick-n-Shock (Heavy Pistols) x30
Backpack
Contact Lenses Rating 3
   +Vision Enhancement Rating 3
   +Image Link
   +Flare Compensation
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Chemical Seal
   +Hardening Rating 6
   +Skinlink
   +Select Sound Filter Rating 3
Fake SIN (Phillipe ValJean)(Elf) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Magical Implements) Rating 4
Fake SIN (Steel Johnson)(Human) Rating 4
   +Fake License (Weapons & Ammo) Rating 4
   +Fake License (Weapon Modifications) Rating 4
   +Fake License (Magical Implements) Rating 4
Goggles Rating 6
   +Vision Magnification
   +Ultrasound
Linguasoft (Japanese, Hacked) Rating 3
   +Pluscode (Hacked) Rating 2
   +Personalized (Hacked)
Linguasoft (Cantonese, Hacked) Rating 3
   +Pluscode (Hacked) Rating 2
   +Personalized (Hacked)
Medkit Rating 6
Neural Amplifiers, Limbic Rating 3
Neural Amplifiers, Neocortical Rating 3
Power Focus (Bonded Foci) Rating 4
Spare Clip (Ares Predator IV) x4
Trauma Patch



Info
== Description ==
Often dressed in the latest fashion, street or otherwise, Baron cuts a fine figure. His physical beauty is matched by his sparkling personality, which frequently leaves people stunned.

== Background ==
Reginald(never Reggie) was the first and last child born to Tirstan Farnsworth and Celeste Merdeux-Farnsworth. Tirstanis the president of BioCHEMZ, a healthcare product manufacturer/designer/supplier. Celeste, herself a daughter of a French nobleman sent to the Tir as a diplomat, works directly with several of the Princes on the Council. As the only son of two influential and busy parents, Reginald was left to his own devices more often than not. Somewhat less physically capable than the other children, he nonetheless displayed a sharp mind and an indefinable quality of personality and personal presence that frequently put him in a position of dominance over them.

He discovered his gift for magic early in life, and his father was overjoyed. He was sent off to the prestigous Magic Academy of Tir Tairngire. While there, he was tutored in all manner of magic along with other, more mundane subjects. He graduated from the academy early, something his father viewed as an omen of Reginald's bright future. He showed a particular aptitude for the Manipulation Magics, no doubt linked to his knack for manipulating people without the use of magic.

When he matured and finished his schooling, his father acknowledged Reginald's power of influence by employing him as an international negotiator. The following 3 years of work were lucrative and fairly easy, but Reginald become lax in his duties, concentrating on his magical abilities instead Throughout the following year, his work was laced with small errors of judgment, culminating in a huge breakdown of communication during a crucial negotiations meeting with a prospective buyer. His father, furious that Reginald could "throw his life away" in this way despite all of his natural gifts, sent him out into the world to make his own way as penance for taking his father's charity for granted.

Once on the streets, Reginald found it was difficult to secure employment without using his parents' names as leverage. He finally got an offer to join a group on a 'joint adventure', which ended up being his first shadowrun. He immediately fell in love with the excitement, although the danger left him sometimes overcome by paranoia. He currently works to hone his rather formidable magical and social skills, looking for what feels like an englightened truth just out of his reach.

== Concept ==
Main Face/Mage

== Notes ==
Raven - Decker - One of Baron's original and longest-standing teammates, Raven has watched his back countless times. He, in turn, has saved her ass... along with bringing in creds for her. As they were both neophytes in the runner's world, they built the bonds of comradery seen rarely outside of war. Since then, she has joined the extremely selective but elite group simply called 'The Network'.

Mathus O'Donnel - Head of the Tir Tairngire Initiatory Society and Associates - Mathus is both wise and compassionate. As one of the original founders of the Society, he has strived to build and maintain its good name. He was Reginald's personal instructor, part of the reason that he did so well during his time at the Academy. Although he normally doesn't do such things, he saw a bright spark in Little Reggie's spirit. Since Reginald's father sent his son away, Mathus has kept tabs on Baron's location and activities out of both concern and piqued interest.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mithlas on <05-09-13/0201:35>
And this is the revision that was supposed to be there in a previous post.

AVC-7.62
   +Gas-Vent 3 System
   +Smartgun System, External
   +Smartgun System, External
These are the first things I saw, and then the contacts not having any identity. I don't see anything else immediately off, but if you're building the character in Chummer anyway I want the file so I can look at it alongside everybody else's. 7Zip and other free programs can compress it into a ZIP file, which can be posted no problem.

Hm...still nobody focused on medicine. I hope everybody's got high rating medkits (or a good garage in Chikage's case).
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-09-13/0204:59>
Medicine is a Technical skill.  I can give it to Machine and Tutor sprites as needed, and have them run a medkit.

And I'm smacking myself for the smartgun.  Contacts will get their write up in short order.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: All4BigGuns on <05-09-13/0207:31>
Goodbye Lie Detection Software. Hello 4 Rating 6 Medkits.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0217:47>
I have heal, and I'll buy the first aid and medicine activesofts later... maybe after I upgrade my skillwires, though.  As for Chikage, I was thinking about picking up the fix spell.  It's useless for me, but it'd do amazing things for him/her/it.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0221:04>
I have the boost reflexes spell but nothing for mending flesh or rejuvinating. Considering my lifestyle that almost doesn't make sense, though for background purposes I suppose it does.

Can those tutor sprites help with learning spell .... thingies... what are they called.

...

Spell formulae ! Or, the learning test there of? (I have to do all my spell learning online considering there are only 2 Colleges of Psionics, one in Chicago New Jersey, the other in either Czechoslovakia or Murmansk Russia, remembered.)
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0228:17>
I have heal, and I'll buy the first aid and medicine activesofts later... maybe after I upgrade my skillwires, though.  As for Chikage, I was thinking about picking up the fix spell.  It's useless for me, but it'd do amazing things for him/her/it.
Well, I do have very high armor, and a drone to do repairs, but the fix spell would be helpful. It would also work nicely on the rigger's toys.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0231:35>
Ok, then I'll put it on the list.  Right now, I have 2 lists of future upgrades.  First is purchasing delta skillwires rating 5, then a pain editor and trauma damper.  The second list now says fix spell, then boost magic score.  As for activesofts, I guess I'll throw them in as needed.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0231:57>
There's at least a dozen spells I'll be spending all my money and karma on ASAP, luckily, I should be able to support myself on one night stands.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0234:05>
Do you plan to just buy them?  Have you considered writing your own spell formulae?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0242:45>
I don't recall the rules off hand or the cost effectiveness, both in time and money. Other than that, it might be interesting to get contact with the foundation in Murmansk. Considering I've got contacts all over the world, especially russia, it might not be too hard to establish contact.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0246:12>
As a sammy, I see all my karma going to skills (and qualities), and my nuyen going to weapons, programs, and perhaps alternate bodies to jump into, to deal with different environments.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0314:20>
Don't forget a cannon for your chest.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-09-13/0315:18>
And I spend money on drones and tools, and Karma on submersion and Resonance.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0318:53>
Don't forget a cannon for your chest.
Don't kid about that.  Iron Man would be freakin' awesome in Shadowrun.  The president of a megacorp that moonlights as a shadowrunner?  Boom, mind blown.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0322:58>
Aren't there already a couple... maybe not, let's leave Damien Knight out of this.
No I was thinking something more like Thorias from downtown (http://futurama.wikia.com/wiki/Thorias), really shows you what a man with a cannon in his chest can do.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0335:10>
I would need a very different drone for that. Anything bigger than an LMG requires a reinforced mount, meaning I'd need something with at least Body 6, just for that.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0343:19>
Is your armor hardened?  I'm not seeing your posted char, unless it's still that one on page 2 or 3.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-09-13/0355:15>
Vehicle/drone armour behaves as though hardened due to Stun immunity.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0404:16>
Indeed. I don't take stun damage, so it is kindof like hardened armor. But instead of posting it again and again, I've just been editing the sheet on page 6 as I go. In most situtations, I'll have 19/19 armor, and Reaction equals Response, so my defenses are good. Something like 8 dice to avoid ranged attacks, 12 with Gymnastics Dodge, 16 to parry with my sword, 25 to full parry with the sword. My only real concern is magic and (to a lesser extent) hackers. Hackers aren't as much a problem, since they can't take control of a drone that a rigger's jumped into without first evicting the rigger, and I can at least make things hard on them.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0411:41>
Let's just hope no one has budgeted for HERF guns, otherwise, I should be able to protect some of use with counter spelling and the deflect spell. Should I spot the other mage though... well, I think I'll collect them.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Sichr on <05-09-13/0412:24>
OK Contacts one by one:
Ex-LoneStar officers: Group of ex policemen who for some reason didn apply for possitions in KE Seattle after the change. Working for various minor security companies, as guards in malls or in the field of theis specialization in case of detectives...Forensic Laboratories etc. Lot of them just switched sides, becomming active in shadows or underground. Some of them went out of controll, becoming gang members or lieutenents for various syndicates.
I get this idea from one of my teammates in some previous PbP, well I cannot find it for better reference, even IDN if there is something in cannon for such group

Hun Skaar, on the other side, is cannon NPC, Seattle 2072 shows him as an owner and bartender of:
The Aurora
304th Street E &132nd Avenue E
The Aurora is just a collection of sad stories. The original owner, an ork named Gar Skaar, thought the place was haunted based on strange lights seen in the back alley. Turns out the lights were just luminous phosphorescence from a combination of decaying garbage and trace chemicals in the air on bad smog nights. Gar’s oldest kid, Hun Skaar, runs the place these days, but it’s still like a rest home for down-and-out squatters and street-types looking to drink and forget. That includes a few former shadowrunners, in fact, so some Johnsons see the Aurora as a recruiting hall for suicide missions. Some of the patrons are willing to take them, hoping to score big or go out in a blaze of glory.
>  Traveler Jones

Archangel
Bounty hunters group contact. The organization is mentioned in Dawn of the artifacts: Midnight adventure, their Chicago branch. No thing more known about them AFAIK, well, at least they do exist...

Ramirez:
Mechanic working for Chulos
http://forums.shadowrun4.com/index.php?topic=2772.msg24765#msg24765
Steam`s testimony helped Ramirez to get some compensation after he was crippled during car accident. Steam asked for the case since it was hit-and-run, and as victim was dwarf nobody really cared. He found the guy who did this and brought him to justice. Ramirez contacted him some time after, as he settled back in Puyallup, found his new home working for the Chulos gang as a mechanic. Drinking buddy.

NoIC
Hacker/Blogger
As Andreas is a bit media junkie, noIC is his favourite blogger adressing almost everything that goes on in the city in pretty hilarrious way. Steam commented a few of his post, being able to provide further informations and leads that noIC used by himself. They made mutual contact, and know each other to the extent, that noIC knows Steam is an excop with gritty moods and lives somewhere in Auburn, and Steam knows that noIC works as a courrier, driving his bike across the city here and there. And he suspects noIC from being hacker, maybe even active in shadows, since his informations are surprisingly accurate and fresh from time to time.

Street Doc.
Simply doc. Martyr amongst living. Saved Steam`s life. Replaced his rotten arm with a new one, shining piece of metal junk... Put Cranial bomb into his cortex. Like said before. Renton based Martyr...
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0413:56>
As much as that makes sense, I never realized that the vehicle armor worked like "hardened" due to stun immunity.  In combat, if I've had time to prepare and need to, I can have 21/12 armor and 6 for all physical stats.  6 vs ranged, no gymnastics dodge at the moment, 10 to block unarmed, 14 for full defense.  Not even close to as impressive, but I don't think it's too shabby for a pretty mage.

It might be better if I counterspell when possible, since I have 6 compared to your 3.  How do you plan to collect enemy mages?  I saw you say something earlier about doing that, but I don't understand.  Are you just talking about your extensive manipulation spell selection?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0418:38>
Let's just hope no one has budgeted for HERF guns, otherwise, I should be able to protect some of use with counter spelling and the deflect spell. Should I spot the other mage though... well, I think I'll collect them.
It is unclear what effect a HERF gun or EMP grenade would have on the drone, other than making it lose some signal until it can be repaired. Newer devices, including cyberware and the like, aren't typically affected, afterall, since they're optically based.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0422:15>
Would there be ANY old school electronics in a top-of-the-line droid that looks completely human?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0429:03>
It might be better if I counterspell when possible, since I have 6 compared to your 3.  How do you plan to collect enemy mages?  I saw you say something earlier about doing that, but I don't understand.  Are you just talking about your extensive manipulation spell selection?

I can ... shall we say, invite myself into someone's mind through clever implantation of dozens of memories, I just need somewhere to detain them for about 24-48 hours, and rest every hour. It's a bit of a complicated process and I could only effectively do it to one person at a time, over a period of time.
Let's just hope no one has budgeted for HERF guns, otherwise, I should be able to protect some of use with counter spelling and the deflect spell. Should I spot the other mage though... well, I think I'll collect them.
It is unclear what effect a HERF gun or EMP grenade would have on the drone, other than making it lose some signal until it can be repaired. Newer devices, including cyberware and the like, aren't typically affected, afterall, since they're optically based.
I don't think a HERF gun would really be a huge threat to optical memory, but as far as I know, computers would still have much of the same components. Lot's of gold and copper closely bunched together on PCBs, as well as the PSU and transistors, those would be susceptible to an electromagnetic pulse. It'd be something to watch out for, if say, you see a corpsec group with a guy carrying what appears to be a jumble of home appliances in a rough gun shape, maybe a hair dryer with a scope on it.

post script; I wonder, do any of us actually sleep?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Sichr on <05-09-13/0433:43>
Let's just hope no one has budgeted for HERF guns, otherwise, I should be able to protect some of use with counter spelling and the deflect spell. Should I spot the other mage though... well, I think I'll collect them.
It is unclear what effect a HERF gun or EMP grenade would have on the drone, other than making it lose some signal until it can be repaired. Newer devices, including cyberware and the like, aren't typically affected, afterall, since they're optically based.

Hm...as far as almost everything is WIFI able, My guess is that things get fried. But rules stats that most cyberware would be unaffected. I kind of dislike this, since it was the only weapon again full cyborgs and otherwise damage-imune characters/NPCs. Well its RAW, I`ll have to live with that. Cyberware with removed wifi capability would be immune IMHO
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0435:46>
I think it might make the high gauss motors in the arms (if it uses those, I assume it would) do funny things, and possibly burn out the wifi, but I doubt it would break the cyberware. I could have sworn there were rules for attacking cyberware directly, but I cannot for the life of me locate them.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0435:58>
Actually, in the 2070s most high tech devices are completely optical, except for antennae and the like. EMPs are great for dealing with old tech and RFIDs, and for possibly reducing the signal of a drone, but most modern devices wouldn't be affected by the whole destroying thing. RAW, the antennae could get fried, but the actual internals would be fine, unless it was old tech.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/0438:18>
Absolutely everything is optical? I'd be interested in seeing how that works. I know how holographic memory works, and I know of light based RAM, but the whole rig, I've never heard of that.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-09-13/0443:10>
That's what's in the books. The stuff that's vulnerable to EMPs and HERF guns are the stuff that's old or cheap. Check Arsenal, pg 57. DM's call on what is or is not affected, but it would be reasonable to say that high end drones and vehicles wouldn't be. Other things, like a Bust-a-move, or the disposable commlink? That's another story.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Sichr on <05-09-13/0443:21>
Actually, in the 2070s most high tech devices are completely optical, except for antennae and the like. EMPs are great for dealing with old tech and RFIDs, and for possibly reducing the signal of a drone, but most modern devices wouldn't be affected by the whole destroying thing. RAW, the antennae could get fried, but the actual internals would be fine, unless it was old tech.

RAW antenaes and anything linked to power source IMO...
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/0446:52>
What happens to an AI if it's jumped into a droid that loses power?  Does he come back when it gets power again, or does he "die"?
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Sichr on <05-09-13/0448:29>
Quote from: Arsenal, p. 57
affect power supplies, anything linked to an antenna or electric cable, or older/cheaper devices with integrated circuits, transistors, inductors, or silicon chips.

to have it complete.
In my games Im using the object resistance+possible modifications to roll against the damage, So things like Beta/Deltaware has pretty good chance not to be affected. But that is "in my games, so that doesn`t apply here".
Well IMO your commlink gets fried, thats the reason why Hardening modification exists...
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-09-13/1010:33>
I'm curious to see Mirikon's drone in action.  19 armor, but only 3 body...  Immune to stun damage, which includes electricity.  Has to be hit by a DV19 or higher?  Is that right?  If it's hit by electricity, it has to make a body+armor opposed test with the attack's hits.  That seems unlikely, since it'll be Mirikon's 22 dice vs the attacker's weapon dicepool.  Shame the body of the drone isn't higher, you could've piled on a ton of armor on that thing.  Put a troll to shame.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Aryeonos on <05-09-13/1255:06>
Actually that'll be 12 dice versus the attack, and 12 die to resist knockdown. So he could buy the hits to not be knocked down/deactivated. Then for 2 turns+ attackers net hits, combat rounds, he's out of the game.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Scawire on <05-09-13/1455:44>
I have to study for my final in my night class so Tomorrow I will post up my Pixie Mage/Hacker he doesn't have many spells but one of them is a Heal spell if that helps with the med side of things.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-10-13/0025:24>
Actually that'll be 12 dice versus the attack, and 12 die to resist knockdown. So he could buy the hits to not be knocked down/deactivated. Then for 2 turns+ attackers net hits, combat rounds, he's out of the game.
I didn't say it well.  I meant the DV of the attack would have to be higher than the 19 armor to have any chance of harming him.  If you used an elemental bullet that dealt physical damage, it'd halve that to 9 or 10, I always forget which way to round.  That still means the attacker needs to get 4 or 5 net hits on the attack vs the his reaction.  Knockdown is only an issue if they get through his armor.  If he was hit by SnS, they would only affect him with the shutdown for 2+net hits combat rounds if he failed an opposed test, drone's body + armor vs the attack skill hits.  His 22 dice against your pistols ability?  I'm betting on him.  Of course, there IS the chance he'll roll badly or you'll roll amazingly... or both, even.  Then we're screwed, because our sammy just got put out of commission for a long time.  Even the basic 3 CT is way too long.  Knockdown is actually a threat.  If he gets damaged by gel rounds at all, he's down.  Even for non-gel rounds... if they get through his armor, he's probably hitting the ground.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: All4BigGuns on <05-10-13/0026:53>
And if I get the drop on somebody with my knives...it's all over but the crying :)
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-10-13/0027:35>
There are a number of other ways to tackle an AI Rigger, though.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-10-13/0028:52>
It's funny.  It's a world full of magic and future-tech... yet the thought of someone with daggers sends chills down my back.

And how?  Not that I want ideas how to beat him, I'm just curious.  I haven't done anything with drones, AIs, or much matrix stuff in general.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mirikon on <05-10-13/0031:04>
There are a number of other ways to tackle an AI Rigger, though.
Indeed. As I said, the biggest threat to me is Magic. Something like Powerbolt or Flamethrower, for instance, or a spirit of some sort, etc.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: mtfeeney = Baron on <05-10-13/0035:34>
How would a spirit do it?  ???
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: RHat on <05-10-13/0043:54>
He can be forced into realignment via cybercombat (cybercombat is rarely an ideal path for players, but for NPC's there are many cases where it's the right path), if he's not actually "in" his drone (say, using remote control) jamming is an issue, the node can be crashed to force him out...

If a spirit possesses the drone, that's a HUGE problem.  The Accident power can cause serious issues, too.
Title: Re: Seed of the Sickness - Recruiting [3]
Post by: Mithlas on <05-10-13/0106:31>
RHat - I need the (update) chummer file from you. You're already using chummer I think so that shouldn't be complicated. Your character looks good, but like I said before, I want something so I'm using one format for everybody in the party, and textpads pasted from the forum boards are not the format I want. I know .chum files can't be directly posted, but converting them into .zip is pretty easy (7zip is my preference because it's free) and then I'll be able to give it the last look-over.

I don't see any other character-centric problems. Now that we're getting down to the end, how many of you want to start off with previous history? Having worked together in the past, being current members of a small shadowrunning group? I've done a mission where everybody started off on their own, but I find those are a little too hard to get into things because everybody's (usually logically) going their own ways, and it took weeks to get everybody pointed at the same objective.

The setting will begin in Seattle, but things will be leaving the city for the first mission located in Illinois. Think of something for those two points and we can get started as soon as I've made final confirmations on the revised character sheets.

Confirmed Characters
All4BigGuns: Sidhe - SURGE'd elf B&E and close combat
Aryeonos: Nidhogg - Naga psionic magician, face
Mirikon: Chikage - AI android street sam
mtfeeney: Baron - elf magician augmented with skillwires
Sichr: Andreas Boil - dwarf private investigator

Characters in waiting:
RHat: Nitro - ork technomancer
Title: Re: Seed of the Sickness - Recruiting [2]
Post by: Mirikon on <05-10-13/0109:32>
Um, I sent you my sheet at the same time I last revised the sheet in the thread. I haven't made any changes since then. I can see it in my sent mail, from May 8. But I'll resend, just in case.
Title: Re: Seed of the Sickness - Recruiting [2]
Post by: mtfeeney = Baron on <05-10-13/0112:00>
I'm using Baron, not Pakka.  Baron's updated files are on page 27 of this thread.
Title: Re: Seed of the Sickness - Recruiting [2]
Post by: Mithlas on <05-10-13/0121:43>
Oops, I knew that, I just mistyped. Edited so we all know we're on the same page.

Mirikon: odd that I didn't get anything right away, but I got your most recent send.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0123:52>
No prob.  I took your suggestion and made my magic group a contact.  You were right, as big as I made it in my background, it'd be silly for it to not be an actual contact and resource.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: All4BigGuns on <05-10-13/0133:56>
Just a random thought...I wonder if my 12 Agility would be as flexible as Ed from Cowboy Bebop... *ponders*
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Mirikon on <05-10-13/0136:41>
As for any of us knowing eachother, I'm game.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: RHat on <05-10-13/0152:33>
Attaching the file - still need to write up background and contact details (something I like to put some time into).
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0216:38>
It might smooth things over a bit if we've worked together or at least met in the past.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: All4BigGuns on <05-10-13/0223:49>
It might smooth things over a bit if we've worked together or at least met in the past.

Where's your magician from again? (Just wondering if it's the same nation--Tir na Nog for me)
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Mirikon on <05-10-13/0252:06>
Chikage is originally from DeeCee, and currently lives in Seattle. She's got contacts with the Yakuza, obviously, and made a friend in the Desolation Angels while taking up a bounty on some Ants near Detroit. Thus-far, she's stayed pretty much within the UCAS, though there's nothing really keeping her there, except that her looking like Nadja Daviar goes further in the UCAS than it would in, say, Aztlan.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0326:33>
Tir Tairngire.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: All4BigGuns on <05-10-13/0330:04>
Well, there goes that idea...

This is gonna be interesting since I don't think the two Tirs get along well...
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0334:41>
I honestly don't know, I'm about 23 years behind on the stories.  Is there a book that details the relationship between nations?
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: All4BigGuns on <05-10-13/0336:49>
I just know that the last I was told they didn't get along (which was in the previous edition). I haven't heard much of anything about Nog in the current...
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0346:51>
Jesus, I should've checked the various wikis before writing my background.  It says my mother works for a a Prince on the Council...  I meant the Council of Princes.  Lucky for me, the new ruling thing is called the High Council, so it still works.  As for us getting along, http://forums.shadowrun4.com/index.php?topic=6623.0 (http://forums.shadowrun4.com/index.php?topic=6623.0).
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Sichr on <05-10-13/0354:26>
As fro knowing each other, IMO Andreas was already drinking with some scaly thing in Aurora :) What about you, Aryeonons. Shall we begin from that point?
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: RHat on <05-10-13/0356:35>
Well, Nitro's from the CAS...  Not to hard to imagine that the technomancer and AI might know each other, though - especially because an AI RigSam and a dronomancer could partner up very effectively (Machine and Tutor sprites are fun).
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: mtfeeney = Baron on <05-10-13/0410:17>
I think it will depend on where we are.  My story took from from Tir Tairngire to Seattle.  No clue where we're going to be or how he got there, so that leaves quite a large bit of wiggle room.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Scawire on <05-10-13/1335:58>
Here is the Chummer file for My PIXIE not sure if you have room still or not but here is DarkRay without his background in place once I get his back story in place I will post him again.

Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Mirikon on <05-10-13/1422:04>
Tir Tairngir and Tir Nan Og are like two sides of the same coin. Tir Nan Og is a more spiritual place, hopped up on Celtic imagery and the Seelie Court and all that. Magical wonderland and so on. Tir Tairngir is a more 'grounded' place, focusing on creating an elven culture and so on. You got your pomp and pagentry and your Rites, etc. Basically, compare them to the relationship between Shamans and Hermetics. Both don't necessarily dislike the other, but they're not comfortable being too close, since they think the other guy is doing it WRONG.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: Scawire on <05-10-13/1724:09>
Ok I did a bit of a change on the little guy. I needed to mod his agent programs a bit and added him some skills with music. I have also added his back story. I feel he is done unless the GM says he needs any modifying.
Title: Re: Seed of the Sickness - Recruiting [1]
Post by: RHat on <05-10-13/2020:58>
And some background and a new file with contacts and the background filled into the character info.


   Joss Steele was born in a small metahuman community in the Kentucky backwoods; it was a place built up around a bunker mentality from back in the Nights of Rage when metahuman families had come together there for mutual protection.  The community ran in almost complete economic isolation - they hunted and grew their own food, built using the materials directly available to them, and so on.  Of course, this left them very short on replacement parts for their equipment; as she grew up Joss showed an aptitude for mechanics, quickly learning ways to make do with whatever she had available. 

   The second Crash killed a lot of their existing drones and vehicles, at least at first - unaware that this was part of events in the larger world, the community thought they were under attack, and went into a mad panic to be ready to defend themselves.  Anyone of able-body in the community was drafted into its defense; Joss’s father taught her how to work her granddaddy’s old battle rifle so she’d be able to stay at least a little bit away from the fighting and held on to a shotgun for himself.  The town stayed on high alert for days before anything happened - while there was no organized attack, the mass infrastructure collapse led some groups to raiding for supplies or profit.  She worked the rifle pretty well, but it didn’t hurt that she’d managed to get a couple of drones running with little more than some salvaged wiring and chewing gum, and was somehow able to “hear” and direct them; she didn’t ask too many questions at the time.

   The fighting had it’s cost, though - her father didn’t make it through.  As if that wasn’t enough, about a month later the rumors started.  Some of the other folk had noticed that she’d been able to keep some drones running even though she hadn’t been able to get any hardware running to control them from.  People were saying she was a freak, that it was her fault everything crashed, that she was just going bring trouble down on them.  She had a feeling she knew where that was going, so she got a vehicle running, packed a bag, and left in the dead of night. 

She managed to make it near to a larger town before the vehicle gave out, and hoofed it the rest of the way.  Once she was there, she learned that what was going on wasn’t so isolated, but wisely kept things to herself regarding her odd new abilities; she scraped by as a mechanic for a little while, starting to move from place to place once the events of the Emergence became known and she understood more about what had changed.  Eventually, she came to the conclusion that it would be better to work in the shadows than to try to get hired on in some new repair shop every place she went (thus having to prove her abilities all over again each time), as if nothing else being well armed would keep her safer from techno-lynchings.  So far, it’s worked out.
Title: Re: Seed of the Sickness - Recruiting
Post by: Mithlas on <05-11-13/1350:02>
It looks like most of you are prepped to start in Seattle do we want one group starting from there or two, with one getting the job in Seattle and another group from CAS? I'm leaning towards the latter, but if everybody wants to start from the same geographic point I don't have a problem with that either.

Looks pretty good, RHat, the only note I don't see clearly pointed to is who the "In Debt" is to - Yakuza? A smuggling ring somewhere between the east coast and Seattle?

Confirmed Characters
All4BigGuns: Sidhe - SURGE'd elf B&E and close combat
Aryeonos: Nidhogg - Naga psionic magician, face
Mirikon: Chikage - AI android street sam
mtfeeney: Baron - SURGE 2 elf magician augmented with skillwires
RHat: Nitro - ork technomancer
Sichr: Andreas Boil - dwarf private investigator

So we have a paranoid technomancer, a racist mage elf, a psionic naga, femform Terminator, skillwired elf mage, and a self-cranial-implanted private investigator dwarf. A more unusual group I probably wouldn't have come up with. Once everybody's comfortable with start positions, we can get to the OOC thread (http://forums.shadowrun4.com/index.php?topic=10908.msg199503#msg199503).
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-11-13/1654:13>
Starting in Seattle's cool with me.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-11-13/1711:51>
Seattle works...  Are we going to have any of the characters going to start out knowing each other?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-11-13/1758:33>
I'm game with that. Those with ties to the Yakuza may know Chikage, as well as those in the club scene, especially if you visit Tux's, the virtual club run on the Seattle grid. Being a dead ringer for Nadja Daviar means she's pretty distinctive.

If we've done a run or two together, then you'd know that she's a sammy that (apparently) focuses more on the concept of 'not getting hit' rather than piling on the heavy armor. She has never worn anything heavier than a lined coat on a run. Her primary weapons are an assault rifle and a katana, though she's proficient with several other weapon types.
Title: Re: Seed of the Sickness - Recruiting
Post by: mtfeeney = Baron on <05-11-13/1902:40>
So we have a paranoid technomancer, a racist mage elf, a psionic naga, femform Terminator, skillwired elf mage, and a self-cranial-implanted private investigator dwarf. A more unusual group I probably wouldn't have come up with. Once everybody's comfortable with start positions, we can get to the OOC thread (http://forums.shadowrun4.com/index.php?topic=10908.msg199503#msg199503).
You bastard... You just made me wake up my wife by laughing too loud.   >:(

I would prefer to start in Seattle, since I'm slightly more familiar with it.  Other than that, I have no real preference about where I am or who I know.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-12-13/0706:31>
Any idea when we'll be starting?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-12-13/2122:24>
I'm game with that. Those with ties to the Yakuza may know Chikage, as well as those in the club scene, especially if you visit Tux's, the virtual club run on the Seattle grid. Being a dead ringer for Nadja Daviar means she's pretty distinctive.

If we've done a run or two together, then you'd know that she's a sammy that (apparently) focuses more on the concept of 'not getting hit' rather than piling on the heavy armor. She has never worn anything heavier than a lined coat on a run. Her primary weapons are an assault rifle and a katana, though she's proficient with several other weapon types.

If they've run together before, there's very little getting around the fact that Nitro would have realized that the sammy is a drone (unless you run around with wireless completely shut down, but that just doesn't seem wise for an AI). and would be paranoid enough to trace it back.

Which actually leads to the question:  Better to have her figure it out in relatively short order (especially since she'd be doing Matrix overwatch to begin with), or to give them a history working together and have her be in on keeping that secret?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-12-13/2235:26>
Well, the drone is Chikage's home node, which she is jumped into 24/7. So there wouldn't be a datatrail leading elsewhere for Nitro to follow. And how would Nitro know the Nadeshiko is a drone unless he hacked her?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-12-13/2237:02>
If the wireless is not completely off, standard Matrix overwatch (detection and identification of hidden nodes included) would reveal the nature of the drone very quickly.

Again, that's if wireless is on (regardless of if it's hidden).
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-12-13/2303:05>
It would detect the node, certainly. But if you're talking about using Matrix Perception to determine the nature of the node, then that is an opposed test between your Computer+Analyze and my Firewall+Stealth, which would come to 12 dice on my side.

Now if you were a mage, you'd be able to tell it was a drone just by taking a peek at the astral, but for someone who can't do that, unless you got her naked (revealing the hidden seams in the artificial skin for maintenance), then it is not so easy to tell what she is.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-12-13/2318:55>
Compare to Computer 2, probably Analyze 5 (threaded, so it could vary), Neocorts 3, +2 for being a technomancer, and the Benchmarking Widget of some rating or another...  Odds are I get at least one net hit.

Also, nodes that have already been discovered winning that test has...  Strange implications.  As in, "I know that's there, but I can't tell what it is" isn't going to make someone stop investigation.  Icons escape notice in the data flow, but nodes are already seen via a different test.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-13-13/0508:39>
Ok, in this deafening silence, I'll make the decision.  We know each other.  Shidhe knew of Baron's family back in Tir Tairngire, so that was a talking point when they met in the shadows of Seattle.  They've done a run or two together when their respective talents were required.  Chikage and Nitro run in the same crowds.  They've got more experience together than Baron and Shidhe, so Nitro is in on her/its secret.  Adrean and Nidhogg are drinking buddies.  We all have minor reputations in the correct crowds of shadowy Seattle.  We're all in Seattle currently.
Title: Re:
Post by: Sichr on <05-13-13/0530:22>
Ay seems to fell of the grid for a moment, I would like to wait for his approval on this, but Im OK with that.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-13-13/0557:27>
Oh, yeah, I hadn't noticed that.  4 days offline, is something wrong?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-13-13/0614:20>
And are you going to give that same level of scrutiny to every player's commlink, RHat? Again, what reason do you have to go to the extra effort of threading and creating widgets just to try and check on a teammate's commlink? And you do realize that investigating other team members' commlinks without their permission is considered rude, yes? The kind of rude that can get a street samurai twitchy with their trigger finger?
Title: Re:
Post by: Sichr on <05-13-13/0643:04>
I hope Ayeronos is ok and problem is technical.
For the other "topic", if you dont want your character to be discussed, Mirikon, then just don't stick it under everyone's nose. You've built good "imunity to everything except thor shot" character, and the more you will talk about it, the more people would try to find at least little weakness. I dont feel being redundant, so I dont have need to comment it, but even when I am rude from time to time, I've never threatened other players/characters with violence.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-13-13/0741:24>
I think I missed something.  Why are we being competitive with each other?  As a team, the better each individual is, the better the team is.  If someone wants to have a secret, that's fine.  If it's discovered, that's fine.  As for how difficult it is to determine that Chikage is a drone, I honestly have no idea.  My lack of Matrix experience and knowledge leaves me with a beginners grasp, and that side tells me that it seems unlikely that something like being a drone would escape notice for long.  For example, the first time you're injured and someone tries to cast heal.  On the other hand, what do I know?  If keeping it a secret from absolutely everyone is core to your concept, that's fine and we can roll with it.  I know I'd be pretty irked if someone attacked or undermined or invalidated my concept/background.

Summary: We're friends.  Be happy and play games.
Title: Re:
Post by: Sichr on <05-13-13/0746:12>
+1
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-13-13/0751:14>
Please. I have almost zero resistance against magic, and something as simple as a Powerbolt would end my run real fast. I'm strong in combat, and can serve as backup for a couple roles, but magic is definitely my Achilles heel. I'm average at best when it comes to hacking/counterhacking. So in the four main areas a character needs to worry about (combat, matrix, magic, social), I'm bad-ass in one, decent in two, and suck against the other. What I took offense at was the blanket assumption that he would know the Nadeshiko was a drone, or would go through that much effort to poke into her node, unless he was going to do it to EVERYONE in the group. And I stand by my point that when the hacker in the group starts poking into people's nodes without permission, it is no different from the mage using mental manipulation on the group or the infiltrator stealing from other party members, the face using social skills against other players, and so on. Doing those kinds of things can legitimately get you shot.

And mtfeeney, the first time a mage looks at me in the astral, it will show that the drone is a drone. But for anyone without astral sight, it is not that simple, unless she takes off her clothes, which reveals the seams in the 'skin' for maintenance, or if she takes 6 damage or more, which will give the 'Terminator' effect with the drone body showing underneath the skin.
Title: Re:
Post by: Sichr on <05-13-13/0751:17>
I feel the same. Threats should be aimed at those on the other side of the barricade, not inside the team.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-13-13/0802:23>
Oh right, astral...  How exactly would that interact with you?  You just appear as a completely non-living structure?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-13-13/0804:47>
Oh right, astral...  How exactly would that interact with you?  You just appear as a completely non-living structure?
Yes. I look like any other drone on the astral.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-13-13/0827:15>
If your drone is destroyed with you inside, do you die?  Can you be recovered after repairs or something?
Title: Re:
Post by: Sichr on <05-13-13/0838:36>
It just jumps to different node, if there is matrix available.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-13-13/0844:44>
If the node I am present in is physically destroyed, then yes, I die, unless I burn Edge to cheat death, like any other PC.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-13-13/1256:05>
Drinking buddies at the Aurora, I like it! Sorry I didn't post for the last few days, I was away with my husband for the weekend.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: All4BigGuns on <05-13-13/1303:21>
Ok, in this deafening silence, I'll make the decision.  We know each other.  Shidhe knew of Baron's family back in Tir Tairngire, so that was a talking point when they met in the shadows of Seattle.  They've done a run or two together when their respective talents were required.  Chikage and Nitro run in the same crowds.  They've got more experience together than Baron and Shidhe, so Nitro is in on her/its secret.  Adrean and Nidhogg are drinking buddies.  We all have minor reputations in the correct crowds of shadowy Seattle.  We're all in Seattle currently.

I'd think a better 'talking point' would be discussing their respective homelands--and more easily justified than one knowing of the other's family.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-13-13/1350:33>
Well, that's worth knowing, but so far, I think the only two nations outside the americas are Tir Ta Nog, and Russia. I don't think they have much foreign negotiations with each other, though they are still their own nations instead of plots of land for the corps.

Though I can only really speak for myself, as my knowledge is limited when it comes to the elves. I can justify being in seattle as laying low from some event. Cover story, "I'm just out on the town, vacationing."
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: All4BigGuns on <05-13-13/1355:20>
Well, that's worth knowing, but so far, I think the only two nations outside the americas are Tir Ta Nog, and Russia. I don't think they have much foreign negotiations with each other, though they are still their own nations instead of plots of land for the corps.

Though I can only really speak for myself, as my knowledge is limited when it comes to the elves. I can justify being in seattle as laying low from some event. Cover story, "I'm just out on the town, vacationing."

 :o
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-13-13/1417:13>
You don't think that's gonna work?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: All4BigGuns on <05-13-13/1421:19>
Highly confused about where that came from since I was only talking about a revision to his idea for Baron and Sidhe knowing each other...
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-13-13/1426:10>
ah, I thought you were talking about the group as a whole. Yeah I don't know jack about either Tir.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mithlas on <05-13-13/1507:56>
Okay, we're all one unhappy band of runners in Seattle.

I think that should be okay, I'll bet that this will be the first time for a number of things for us - definitely the first for the Matrix to be such a large part of the cast for me, so I'll review the matrix chapter a bit and try to keep from forgetting anything. I still might, so if something slips through I'll definitely take a veteran's points.

I believe that it's on to the out of character (http://forums.shadowrun4.com/index.php?topic=10908.0) and the in-character (http://forums.shadowrun4.com/index.php?topic=10934.0) thread.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Sichr on <05-13-13/1543:45>
What I took offense at was the blanket assumption that he would know the Nadeshiko was a drone, or would go through that much effort to poke into her node, unless he was going to do it to EVERYONE in the group. And I stand by my point that when the hacker in the group starts poking into people's nodes without permission, it is no different from the mage using mental manipulation on the group or the infiltrator stealing from other party members, the face using social skills against other players, and so on. Doing those kinds of things can legitimately get you shot.

IMO RHat said that right, when he said that the node would be discovered sooner or later, and I can understand that from this moment he would be currious what are you trying to hide...like what...MCT spy drone or something ;) (as we know that there are such things as traitors and Judases, and being paranoid is something that"keeps you alive"), than, also...when we spend lot of time together, and as he rolls matrix perception every time he enters matrix, it is highly possible that sooner or later he would notice the node even accidentaly. And also...Im not sure how you would recognize that he is looking at the node, since there is no way to detect you are being perceived.
The rest of your logic I understand and I feel that to some extent the mutual trust is basics of teamwork...well IMO in this business it is quite standard to do some check on guys that you are working with (and so such qualities as Bad Rep, Deep cover, Judas etc has its meaning). And like I said...I dont mind to have a tank in the team :)

If the node I am present in is physically destroyed, then yes, I die, unless I burn Edge to cheat death, like any other PC.

As for this, I thought you first would have to be catched in the node and imprisoned there to be killed this way, otherwise you are free to jump anywhere you have access to...so the only way to keep you locked is to keep you away from signal by some powerfull ECM.

I would be currious how AI character would be recognizable in social interaction...Im looking fwd to your roleplay, since this can be quite lot of fun... :D

Drinking buddies at the Aurora, I like it! Sorry I didn't post for the last few days, I was away with my husband for the weekend.

Yaaaaarp! Another one! So, my scally buddy...to me it seems your mother had some really kinky jungle experience! Hail to that good woman!
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-14-13/0042:29>
And are you going to give that same level of scrutiny to every player's commlink, RHat? Again, what reason do you have to go to the extra effort of threading and creating widgets just to try and check on a teammate's commlink? And you do realize that investigating other team members' commlinks without their permission is considered rude, yes? The kind of rude that can get a street samurai twitchy with their trigger finger?

A strange wireless signal (say, something that normal analysis cannot yield any information on) is exactly the sort of thing that a matrix specialist is SUPPOSED to be looking into, because it could be something that would kill you/get you killed.  And she's not likely to assume that the signal coming from inside a person (as opposed to from something they're carrying) is a commlink - though she did herself use the "internal commlink" line for a while, but that's also going to make any technomancer with enough of a healthy sense of paranoia to have made it in the shadows through the events surrounding the Emergence do some further looking (especially since the internal versions dramatically lost popularity due to the Emergence).

I'm good either way - but if they don't know each other, it's not going to be that long before she notices something's up; one Extended version of Detect Hidden Node is all it would take to get that started.  I'll leave the decision to you, though.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-14-13/0221:47>
Oh, she's got a perfect way to deal with that. She tells people who ask about why she'd have an internal commlink that she used to belong to the Yakuza, and though she bought her freedom, she doesn't have the money to replace it. Implication being she was a bunraku girl. Considering that she is a dead ringer for Nadja Daviar, and has a couple personality programs she can activate such as 'Maid' or 'Schoolgirl', that's well within the realm of plausibility (especially since it isn't that far from the truth).
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: RHat on <05-14-13/0229:18>
I'm just saying, Nitro's entire interaction with implanted comms is, well, basically the same as Chikage's.  That, and she's not the charismatic sort - doesn't begin looking into things by asking; just isn't her style.

But just so we have it settled:  Yay or nay on knowing each other from before?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-14-13/0230:55>
Chikage is relatively new, so probably not, unless you have Yakuza ties or are into the club scene.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/0232:38>
Who is being proposed as knowing who, are we still going with the tag team that Mtfeeny brought up earlier? Do I even need to ring in on this one?

Side note, who among us has been on the international scene?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mirikon on <05-14-13/0236:14>
Chikage is strictly UCAS, though she's spent time in both DeeCee and Seattle.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: All4BigGuns on <05-14-13/0237:53>
I wouldn't doubt if Sidhe were the most international (considering where she hails from).
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/0302:28>
Where? Remind me, it's going to take a few days for me to memorize everyone's character and general background.

If anyone's been in what was the Warsaw Pact (Treaty Organization of Friendship, Cooperation, and Mutual Assistance), there's a chance I might have met them. I've always been horrible at pregame shoehorning my character into the party and direction, sorry guys.
Title: Re:
Post by: Sichr on <05-14-13/0336:36>
With that "RVHP" refference you almost killed me. Srsly. I grew up in that shit. Trust me. Being a friend with soviet bear isnt anything you would like.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: mtfeeney = Baron on <05-14-13/0339:15>
What is RVHP?  Why are we chatting in the recruiting thread instead of the OOC thread?
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/0427:05>
I'm just saying my character has operated in that region. You haven't had to deal with the ruskies for almost 25 years now though, east germany is a myth, shhh shhh.
Title: Re:
Post by: Sichr on <05-14-13/0531:56>
:) just saying :)
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Sichr on <05-14-13/1415:30>
I'm just saying my character has operated in that region. You haven't had to deal with the ruskies for almost 25 years now though, east germany is a myth, shhh shhh.

Just to finish this debate...we have just celebrated anniversary of WW2 ending and the defeat of Nazis. It is scarry on one side, when politicians are talking about totalitarian face of Nazi and following Russian occupation, well on the other side it scares me that those brave men who fought and died in this that terrible war are pictured as some kind of bolsevik vilains. And those politicians were talking about how different they are and how better place the world is now, under their enlightened lead...
This reality is one big clusterfuck...
And Russian army left our country about 20 years ago...and eastern germany is no myth...at least not for german people...as Im passing those lands every month, Halle, Liepzig i.e., and you can see that cities were renewed with great efforts, but during the time of this rebuuild, people flee to the west, to industrial zones where was good work and good place to live, and now those rebuilt and renewed cities are inhabitted by ghosts...population density far less than projected...And wester cities, who were dumping their income into common treassury and actually sponsored that restauration of eastern cities, now suffer from lack of infrastructure maintenance and other problems, being under-invested for many years. And estates in former Eastern germany, in those renewd and rebuilt cities, are that cheap, that people from Poland, Czech and Russia are buying them and moving there, which increases tensions and, once again, German nayi sentiments.
This aint over. Far from it.
BTW...if you read Shadows of the Europe, back from 2nd or 3rd edition, there is chapter on Czech, and IIRC you can see western part heavily influenced or actually ruled by Russians. Which reflects a lot of today`s reality...
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/1640:56>
Hrm, that is interesting. I wish any news outlet in the united states actually gave information about the world around us, it's like living in a vacuum over here.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mithlas on <05-14-13/2041:45>
Too much politics in the media, I prefer BBC - they're also accessible online, which is good as I haven't had TV for a few years.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/2104:07>
I've just recently been exposed to television in the last few weeks, the "News" is nothing but conjecture and stories here. CNN, NBC, CBS, and especially FOX. It's depressing when I have to get a paper from another country to know what's going on within my own.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: All4BigGuns on <05-14-13/2106:28>
I've just recently been exposed to television in the last few weeks, the "News" is nothing but conjecture and stories here. CNN, NBC, CBS, and especially FOX. It's depressing when I have to get a paper from another country to know what's going on within my own.

Conjecture and stories? You're being too kind. It's all propaganda and fear-mongering.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/2108:26>
To be precise.
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Mithlas on <05-14-13/2124:41>
You don't enjoy the propaganda? Well, at least it has some purpose (http://www.youtube.com/watch?v=xXLnnThdmyU).
Title: Re: Seed of the Sickness - Recruiting [closed]
Post by: Aryeonos on <05-14-13/2127:28>
it's hilarious to watch with family.
Title: Re:
Post by: Sichr on <05-15-13/0146:28>
I've used to turn off the sound and play some music, like Sepultura or like, when watching news. Best music video ever.
Well for news I alsou use BBC or Reuters. I only wish I had more time to read, there are some realy good geopolitics books on the market.