Shadowrun

Shadowrun Play => Looking for Games => Topic started by: Mithlas on <03-18-14/1602:45>

Title: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <03-18-14/1602:45>
My last few attempts to play a game have fallen through, but I'm having some difficulty on a science-fiction story I'm writing. I mentioned to one of my meatspace players that Shadowrun could easily handle my setting, so I'd like to try running it here. Wild Card Squadron will be heavily role-play and reward good RPing, and due to its more overt setting (a destroyer in space most of the time) would lean more towards pink mohawk than black trenchcoat, though ground operations will happen if players are interested enough to keep playing past the first mission.

Due to the different (sci-fi) setting, there won't be any magic or technomancers and the availability limit for items on character creation are much higher. The inclusion of laser carbines as a common weapon won't mean melee combat is out. Characters would either be recently-transferred career Terran Alliance military, recently-transferred career Private Military Company men, or recently hired "troubleshooters and consultants" contracted by PMCs. It might be difficult to balance aliens as a new player metatype as far as Karma cost, so I'm going to prefer that players go with humans (though "elves", "orks", and possibly "dwarves" could pass as variations on expression of genetic manipulation). Also note that this is not Star Trek - space fleets evolved out of modern earth's Air Forces, not navies.

The game would be played on these boards, using Invisible Castle (http://invisiblecastle.com/roller/) for dice rolling.
Characters would be built on 825 karma and would use the core books (including Arsenal, Augmentation, Runner's Companion, and Unwired if players don't mind a GM with limited experience in running the Matrix).
Negative qualities will be treated like flaws in Mutants and Masterminds where they add character flavor and a little karma each time the character struggles through one in a scene. Instead of getting the karma "all up front", you wait until a negative quality applies to a scene and 1 will be awarded then.

IC thread here (http://forums.shadowruntabletop.com/index.php?topic=16054.0).
OOC thread here (http://forums.shadowruntabletop.com/index.php?topic=15985.0).
Character sheet proposals go here until approved, when I'll direct you to post it on the OOC thread and update the list of approved characters.

Edit: much of the conflict (military or social) will involve Terrans against aliens, so characters will have to be capable of handling that. Terran doctrine also evacuates internal atmosphere on combat alert, so all full body armour (or combinations like FFBA+helms) would be considered "atmosphere sealed" once the helm is locked on in order to mesh with Isle background. Thermographic sensors are common on external (in space) sensors, though there are several masking mechanisms (including thruster baffling) to reduce thermal signatures.

Edit 2: the common houserule "free knowledge points as with BP Gen" will be used. Due to the setting, all characters will be treated as having permanent Medium lifestyle. Full Body Armour (or Light Military body armour) will be available to characters as soon as the campaign opens (though these will be expected to be checked into the armory when not expecting battle alert). PCs already with Milspec or FBA will be offered some free modifications to "come up to spec" to balance.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: Mithlas on <03-18-14/1603:05>
Character Creation
Free knowledge and contact points will apply, just like they would to standard BP Gen. Note that contacts might not have as much use as a typical shadowrun game given the smaller setting (to start with), so don't sink a lot of points into a handful of 6/6 contacts. Certain contacts (like medlab's doc, the chief armorer) will come free as part of the setting. However, if you want to be a trusted 'old friend/advisor' to the Captain (rather than just one of his/her rank and file) then that would require a contact.

Starting item availability is 16, Restricted Gear might be treated as ignoring any availability limitations on one particular item. Keep in mind that I don't want characters to be too distant from each other in general terms, so keep things like Initiative Pass boosting to 2, 3 for exceptional characters if that's your primary shtick.

If your character has Sensei PQ, then one of the NPCs in the immediate unit will be trusted and qualified in the relevant skill (group).

By default, characters are presumed to have a SIN and all necessary licenses.

Negative Qualities will be handled as Complications ala Mutants & Masterminds:
Quote from: Mutants and Masterminds, 3rd edition
You can take as many complications as you wish, although the GM may set limits for the sake of being able to keep track of them all. Complications are also self-limiting, in that you only earn hero points Karma for those complications that actually come into play. So even if you have more than a dozen, if the GM can only include a couple in a game session, then those are the ones that earn you hero points Karma for that game. You can—and generally should—look for opportunities to include your hero’s complications and offer suggestions to the GM, who makes the final decision on which complications come into play at any given time.

The GM also decides what complications are appropriate for the game and can overrule any particular complication, based on the style and needs of the story and the series. Keep in mind the adventure needs to have room for all of the heroes’ complications, so individual ones can only come up so often.
For example, if your character has Obsessive-Compulsive Disorder, you wouldn't get karma up-front but would when you're making the styrofoam cups squeak because you're re-arranging the stacks to be even while the sergeant is trying to give the briefing, that could grant a karma point. If your character has Combat Paralysis, you'll "freeze up" in that first pass and you'd get a karma if you survive combat (if not your next character would get it), though this karma would not be given in zero-threat situations like martial artists sparring. If your character has Gremlins, the gyrojet pistol would work fine but changing the setting on an adapted alien laser rifle with the intention of switching to Burst Fire might accidentally instead eject the power cord and you'd get a point of karma. These points will be granted immediately as the complication comes and is dealt with rather than waiting until the end of the adventure, and will likely result in faster accrual than the scant end-mission karma rewards recommended in Shadowrun Missions.

Character Advancement
There will be "rest stops" during the adventure during which characters can spend karma on skills or work on their gear and 'ware. Attributes will still take roughly 1 month of training and appropriate workouts (allowing interruptions and "weekends"). Skill advancement will be reduced by one step (taking days*rating instead of weeks*rating, allowing interruptions).

Skill groups are transient and may be broken or recombined at will.

Setting Details
For the sake of simplicity, the Terran Alliance uses English as its official language and all characters would be expected to have it as either Native or higher than r4 (because at some point before this mission your character would've had to have either used Influence Group or "talked shop" which requires a strong grasp on the language). Other modern major languages (German, Japanese, Russian...) can be used as 'home planet dialects' for character flavour. Some Terrans have had enough contact with some of the several alien races enough to have learned their "trade/official language":

Much of the setting will take place in a space cruiser. While this will mean characters familiar with zero-g operations are likely they are not necessary as Terrans have artificial gravity. However, Terrans evacuate atmosphere during combat to prevent decompression and fires so all full body suits will be treated as air-sealed. They will be considered to have an emergency 'foam' capable of stopping vacuum exposure (except in the case of a critical glitch on damage resistance), so secondary layers are optional and aspects like sonic or olfactory sensors will not find use as often.

Knowledge skills can be used to aid certain actions like a supporting skill. For example, a hacker attempting to break into an unknown alien computer network would be operating at a hefty penalty because of the language (and programming language) difference, but could use Linguistics (Academic) to try to piece together what the interface they're looking at is supposed to mean. A field medic with extensive knowledge of Xenophysiology (Academic) could use his knowledge to guess at the vital points of an unknown alien might be. An ex-ganger PC with a strong background in Lip and Body Reading (Interest) might be able to guess at the movement and therefore current position or intended destination of an unknown alien.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: olg707 on <03-18-14/1934:24>
This sounds fun, but what about using roll20.net? This allows for rolls in game chat, as well as supporting voice chat. Regardless of the format, I would like to play.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: Scawire on <03-22-14/0302:21>
Sounds like it would be fun.

I do have a question, I know you said no magic but would you let me play an adept, as a martial arts expert that is a chi master and that is where all his adept abilities come from. Since to really get the full range of martial arts chi master abilities and adept is needed. If not I could still go with a different character build idea, your call I'm fine if you don't want any magic.

Let me know.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: Triskavanski on <03-22-14/0354:51>
Well, I could be interested as well. The lack of magic/technomancy does put a slight damper on things. Not too much though, if I could possibly play something involving SURGE, or make a highly augmented individual.

I don't have too much knowledge about 4e though, as much as I do 5e.


EDIT: Now that I think about it, I really wouldn't have wanted to be a mage or technomancer anyways.. Too much new stuff to learn since 4e is pretty different aside from Adepts.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: Scawire on <03-22-14/1342:32>
I've started making a character for fun, I'd be total fine with out using the adept idea I started with. This will be a rare thing since I most always play mages or mystic adepts, but I have an addiction to making characters and it is about time I try a non-mage.

I know you said you where new to the matrix but I still think I will make my guy a bit of a hacker, with other skills too.
Title: Re: Interest check for Wild Cards [4E pbp]
Post by: Mithlas on <03-22-14/2044:02>
This sounds fun, but what about using roll20.net? This allows for rolls in game chat, as well as supporting voice chat. Regardless of the format, I would like to play.
I don't have a roll20.net account, and based on checks its shadowrun games are not as active as here. I also don't have the hardware necessary for voice chat, even if it sounds like an interesting idea.

Technomancers and mages both have something of their own baggage, which in a strict Shadowrun setting I think works because of the fluff (and crunch) of the setting. Unfortunately, as soon as that setting is displaced even a little that can throw those unique sets of rules and expectations out of whack in a way.

...would you let me play an adept, as a martial arts expert that is a chi master and that is where all his adept abilities come from. Since to really get the full range of martial arts chi master abilities an adept is needed.
I'd be total fine with out using the adept idea I started with. I know you said you where new to the matrix but I still think I will make my guy a bit of a hacker, with other skills too.
Martial arts would be something that any military or PMC character would have access to. There are two problems with any magic in space, 1) the setting is science fiction, which generally is mutually exclusive with magic, and 2) the fact that space is a rating 12 mana void would constitute an unfair disadvantage to Awakened, and I would rather characters be able to operate on comparable levels in a combat or teamwork situation. If everybody's mundane or augmented, that's easy to do, but without those fantasy elements it's harder to balance the Awakened.

I wouldn't have a problem with a hacker character - as long as you're aware that you'd be hacking through alien computers more than Terran computers.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-22-14/2057:32>
Would it be possible to play with a SURGE character?

And what are the rules for spending those 800 points? Currently I'm using the basic rules on how I can use it.
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-22-14/2301:02>
Triskavanski, I'm willing to look at SURGE characters, though augmentation is something that could be easily incorporated. If you're wanting SURGE, send me your ideas before you go too far in creating a character - I'm going to want to restrict things that might be possible in the Shadowrunverse that don't exist in Isle of Dreams. Things like powered exosuits worn by infantry are not uncommon in militaries, and Bicardiac might represent something more likely surgically or otherwise artificially implanted, but things like Bone Spikes or Functional Tail don't exist in the setting.

Almost 10% of humans have been influenced somehow through direct genetic engineering, and in the military or PMCs augmentation is present in over 25% of personnel. Their roles stretch from marines to doctors, engineers, pilots, and linguists with EWar training.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-23-14/0008:06>
Well, I'm probally going to go heavy cyberizations then.
Title: Re: Wild Cards [4E pbp]
Post by: Scawire on <03-23-14/1337:11>
I was wondering a few things.

1)You said that the restriction level has changes then the standard R6 and Ava: 12 So what are you going to set them to. (I'd say look at the restricted gear quality and gauge something like that, or have some equipment give to the group as military issue at the start of the game after we have handed in our characters to you.)

2)Also since we work for the military do we start with SINs and not need Fake SINs.

3)Do we get the karma bonus for our negative qualities at character gen if not how is it going to work. (Since I was not clear on what you had said above about it.)

4)Do we get any Free knowledge skills or contacts. (ie a contact CO for the group.)

I'm fine with my character not being an Adept, I am still working on my street sammy Hacker but he looks good so far. He is turning out to be a nice hacker solider. Might be cool if one of the other guys is good with bombs, just an idea.

EDIT 5) Since I'm making my Military Hacker on Chummer is that how you want us to send our characters to you? If you have the program it will make it alot quicker for you to check them out.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-23-14/2229:18>
If we're coming from Private Military companies, are they all ones that have been per-determined on how the view their troops and the like?
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-24-14/1324:50>
1) I'm thinking that availability goes up to 16, with possible variance dependent on the character backstory. A career hall pounder and sergeant of the ship's marines might be given Restricted Gear for the purposes of heavier armour, for example.

2) The default assumption would be that everybody has SINs - like basic knowledge of computer use in Shadowrun standard. PMCs might have characters hired from criminal backgrounds and operating under fake SINs if you want that, but the default is that since everybody here is not just a merc but a soldier or merc skilled enough to have been watched and found good enough to be invited along. All military characters would have default skill in moving in zero-gravity environments (which exist outside the ships, Terrans having artificial gravity), though some mercs might not have such background.

3) Edited the explanation for negative qualities. Just as hero points in Mutants & Masterminds are given at the end of each scene that a complication is tackled, the same thing would apply here. A character has combat paralysis? Each battle scene is a karma gained for good handling of the drawback. Addiction? Every scene or couple that has good handling of the craving and symptoms is another karma. Simsense Vertigo? Every scene the character is in VR or making use of AR (including the smartgun integration to the heads-up display) and dealing with the discomfort can be a karma. I plan on handling this like the bonus karma I give in my meatspace group where good snap decisions or jokes are given karma right there instead of waiting until the end of the adventure. Like Heroes or M&M, all characters will be expected to have at least 1 flaw or negative quality that helps flesh out the character - if you want more that's up to you, if you only want that minimum that's fine too (it just would act as fewer opportunities to get additional karma).

4) Free knowledge and contact points just like BP Gen. PMC characters will have a section manager/team leader and the privilege of being able to argue orders they consider stupid or recklessly dangerous but wouldn't have unrestricted access; military characters will have a Lieutenant or Second Captain (the rank of the head of engineering, medical, and base security in the event of planetside operations) and generally unrestricted access to all areas of the ship or base but also would be expected to follow all orders given. Some supplies (like free ammo, replacement of full body armor, or priority repair of milspec armor) will also be granted as part of the position or contract. The ship/base will also always have an armory (armorer's facility equivalent), "equipment shop" (hardware facility), medlab (medical facility) and likely also have an appropriate garage for vehicles available to the PCs. Replacement weaponry would also likely be available, but the armory only stocks standard weapons and wouldn't have the customizations that characters can have.

5) I have chummer, so I should be able to receive your files.

PMCs come in a variety of flavours, with the one on the starting ship setting being ones with personnel that all either specialize or strongly include close-quarters (short-range appropriate to ship-to-ship) battles, though some have personnel with experience in planetside operations. Some mercs only have combat skills as a secondary and have more focus on medicine, engineering, EWar, piloting, or others. Full Body Armor is something all of them would have access to, and the heavier more front-line-combat-oriented ones could have Milspec armour. They have a code of contract followed to varying degrees depending on the person, with most inclined to "get the job done, get paid, and always be ready to party when the sirens aren't wailing. Their relationship to their personnel is much like their relationship to the governments they contract to: staff have the right to do anything they believe appropriate, but reputation can make or break contracts and consequences follow any decision.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-24-14/1349:09>
what level of cyber/bioware is available? Still just Basic/Alpha?

My current idea is a character who's been bio-engineered for speed and reconnaissance through biotech and genetic manipulation by  the PMC he was created for called Keroberos

Baring that, I'm thinking of a full body prosthetic. Would there be a suite available for that?
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-24-14/1412:11>
Standard, alpha, and beta grades are available on character creation. Terrans have nanoware, but check with what you want.

The closest thing to a full body prosthetic would be a cyberlimb-suite including a cybertorso (and usually 2 paired limbs, though exceptional cases like characters wounded in battle or industrial accidents might have a cybertorso and 3 limbs which would still considered part of the package). There aren't a lot of spacers who have more than 1 cyberlimb following injury - in space combat, you tend to either survive with "minor" wounds or you die outright.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-24-14/1431:36>
Well with Nano, what about the wild card quality?

And so with cyberlimbs and such, its only used to fix battlewounds?

Anycase, here is the first rough of the character, I haven't got to gear/negitive qualities yet. https://docs.google.com/document/d/1uwbKnYVtdQAvM4lghNyatLuLIZSJ1DCudNmwnmG9s7U/edit?usp=sharing
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-24-14/1540:39>
Cyberlimbs are sometimes used to enhance already functioning limbs, but for the most part governments (and many PMCs) decide that "if something is working, put money to something that isn't working". Governments may still use Muscle Replacement in agents, and some PMCs may replace all 4 limbs with stronger, faster variants because the risk of cyberpsychosis is not as great in their eyes a drawback as the benefit of having enhanced people. The most common use of them is still to replace damaged or defective limbs, because infantry and marines can wear powered armor which provides smaller but still present bonuses to things like strength and can be swapped from soldier to soldier when cyberlimbs are an investment in one person alone. The decision is primarily economic.

Wild Card Nano Prototype looks a little too transhuman and by its own text violates the rules on how hard nanos operate so I'm going to say it's not allowed in this setting. Manufacturing nanites isn't extremely hard in this setting anyway, so swapping out would be a possibility.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-24-14/1550:22>
Alright then, I'll do something other than the wildcard stuff. Nanotech was too confusing for me to understand anyways
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-26-14/2123:45>
Im mostly done with a character, if youre still running this
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-27-14/0309:33>
I had a little difficulty trying to read your character sheet (the first computer in the lab only had IE, and the second one for some reason wouldn't save/open the file as a basic HTML even though I'm pretty sure that's what your doc was). What program did you make it with?
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-27-14/0314:05>
Made it with chummer
Title: Re: Wild Cards [4E pbp]
Post by: Scawire on <03-27-14/1556:25>
I'm still here, I have put some finishing touches on my Military Hacker, I still don't have his background done but I can flesh that out after I send him via email to Mithals.
Title: Re: Wild Cards [4E pbp]
Post by: Scawire on <03-28-14/1651:31>
Here is a look at my character, I will not put him in a spoiler so any of the other runners can copy his format and then change the info, in order to help them format their character for posting in the forum.
(http://i0.wp.com/pixelenemy.com/wp-content/uploads/2013/07/Screen-Shot-2013-07-18-at-5.29.19-PM.png?resize=620%2C348)

Name: Lu Huo
Street Name: Slicer
Metatype: Human
Ethnicity: Chinese
Age: 27
Hair: Brown
Eyes: Solid Blue
Sex: Male
Height: 5’6”
Weight: 165 lb
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Karma: (Karma Left over 1)
Total Karma:
Nuyen: 4d6 X 100 Y

ATTRIBUTES:  (265 Karma)
Body: 5
Agility: 5 (7)
Reaction: 3 (7)
Strength: 1(3)
Willpower: 3
Logic: 3
Intuition: 3
Charisma: 3
Edge: 2

Essence: 0.02

Initiative: 6 (10) / 1 (3) Passes
Matrix Initiative: 11 / 3 passes

Composure: 6
Judge Intentions: 6
Memory: 6
Lift/Carry: 9
Movement: 10 / 25
Swim 5

Physical Condition Track: 11
Stun Condition Track: 10

SKILLS (SG 65 Karma, Actice 268 Karma)
Active
Mechanic (SG) 1
(aeronautics mechanic)
(automotive mechanic)
(Industrial Mechanic)
(Nautical Mechanic)
Automatics (SMG) 4(6)
Electronics (SG) 4
(Computers)
(Data Search)
(Hardware)
(Software)
Con (Fast Talking) 2(4)
CyberTechnology 1
Cybercombat 4
Electronic Warfare 4
Etiquette (Military) 1(3)
First Aid 4
Gunnery (Energy) 3(5)
Hacking (Exploit) 6 ( 8 )
Infiltration (Urban 1(3)
Locksmith 2
Medicine 1
Palming 1
Perception (visual) 2(4)
Pilot Aerospace (Deep Space) 4(6)
Pilot Aircraft 3
Pilot Ground Craft 1
Unarmed Combat 4

Language
English N
Bentu 2
Halpan 2

Knowledge
Combat Tactics (Outer Space)(Professional) 2(4)
Data Havens (Street) 2
Engineering (Electrical)(Academic) 2(4)
Military (Special Forces)(Interest) 1(3)
Politics (Military)(Academic) 1(3)
Religion (Taoism) (Academic)1(3)
Alien Technology (Halpan) (Interest) 4(6)
Linguistics (Halpan)(Academic) 1(3)

QUALITIES
+ Q (60 Karma + 4 for M.A Maneuvers)
Born Rich
Codeslinger (Exploit) +2 dice for all exploits
Kung Fu R2
-Advantages (+1 DV on Unarmed Combat Attacks, +1 DV on Unarmed Combat Attacks
-Maneuvers
(Blind Fighting)

 -Q (none to start but 20 Karma)
Addiction (Mild) (alcohol)
Media Junkie (mild)


 (CONTACTS (42 Karma))
Name: Terrain Optics (Military Hacker Think Tank)
Connection: 5
Loyalty:4
Group:
Membership +2 20 – 99
Area of Influence +6 Global
Magical Resources +0 None
Matrix Resources +4 Pervasive Matrix Integration
NOTES: Once you become a member you are in for life, the group can always call for your help.

  GEAR(300,000 nuyen, 120 Karma)

CyberWare / BioWare (Ess: 0.45bio, 5.53 cyber)
CYBERWARE
Commlink (Ess: 0.2)
Control Rig (Ess: 0.5)
Data Jack (Alpha)  (Ess: 0.08)
Cybereye Basic System R3 (Ess: 0.4)
-Eye Recording Unit
-Image Link
-Low-Light Vision
-Vision Magnification
-Vision Enhancement R3
-Smartlink
-Thermographic Vision
Nanohive R1 (Ess: 0.75)
Reaction Enhancers R2 (Ess: 0.6)
Wired Reflexes R2 (Ess: 3)
BIOWARE
Enhanced Protein Exchange, PuSHed (Ess: 0.1) (note: +1 to all logic skill test)
Muscle Toner R2 (Ess: 0.4)
Muscle Augumentation R2  (Ess: 0.4)


Weapons
Ceska Black Scorpion
Dmg: 4P Ap: - Mode: SA/BF RC: 5 Ammo: 35(c ) Conceal +2
Short 0-5, Med 6-15, long 16-30 Ext 31-50
- Stock
-Gas Vent R3
-Smartgun System, Internal
-Personalized Grip
-Quick-Draw Holster
-Spare Clips (1)
-70 Rounds Reg Ammo
-70 Rounds Gel Ammo
HK 227-X
Dmg: 5P Ap: - Mode: SA/BF/FA  RC: 6 Ammo: 28(c ) Conceal +0
Short 0-10, Med 11-40, long 41-85 Ext 86-150
-Gas Vent R3
-Sling
-Folding Stock
-Smartgun System
-Sound Suppressor
-Chameleon Coating
-Personalized Grip
-Spare Clips (7)
- 250 rounds reg ammo
-250 rounds gel ammo
-250 rounds EX-Explosive ammo

Minigrenade: Smoke
DMG:( (10 m Radius) RC: 0 AP: - Reach: 0 Mode: NA Ammo: 3
Short 5-50, Med 51-100, long 101-150 Ext 151-500

Minigrenade: Thermal Smoke
DMG:( (10 m Radius) RC: 0 AP: - Reach: 0 Mode: NA Ammo: 3
Short 5-50, Med 51-100, long 101-150 Ext 151-500

Unarmed Combat
DMG: 4S RC:0 AP:- Reach: 0 Mode:NA Ammo:NA




Armor (B12 / I6 long coat or B11 / I11 Bike Armor)
Form-Fitting Full Body Suit (B6 / I2)
Lined Coat (B6 / I4)
Bike Racing Armor (B4 / I7)
-Ruthenium Polymer Coating
-Thermal Damping R4
Bike Racing Helmet (B1 / I2)
-Image Link
-Flare Compensation
-Area Jammer R4


Optics / Audio
Glasses R1
Earbuds R2
-Audio Enhancement R3
-Select Sound Filter R3
Comm Links
Meta Link
-Vector Xim
Res:1 Sig:2 Sys:1 FW:1
-Analyze R1
(copy protection R1, Registration)
-Browse R1
(copy protection R1, Registration)
-Command R1
(copy protection R1, Registration)
-Edit R1
(copy protection R1, Registration)

Headware: Commlink
Hermes Ikon
-Mangadyne Deva
Res: 6 Sig:5 Sys:6 FW:6
-Firewall 6
-System: 6
-Response: 6
-Signal: 5
-Sim Module (hot)
-Customized Interface
-Optimization (Exploit)
Agent R4
(copy protection R4, Registration)
(Analyze R4
(copy protection R4, Registration)
Attack R4
(copy protection R4, Registration)
Homeground R4
(copy protection R4, Registration) )
-Analyze R6
(copy protection R6, Registration, Ergonomic)
-Armor R6
(copy protection R6, Registration)
-Attack R6
(copy protection R6, Registration)
-Biofeedback Filter R6
(copy protection R6, Registration, Ergonomic)
-Browse R6
(copy protection R6, Registration)
-Command R6
(copy protection R6, Registration)
-Decrypt R6
(copy protection R6, Registration)
-ECCM R6
(copy protection R6, Registration, Ergonomic)
-Edit R6
(copy protection R6, Registration)
-Encryption R6
(copy protection R6, Registration, Ergonomic)
-Exploit R6
(copy protection R6, Registration)
-Medic R3
(copy protection R3, Registration)
-Scan R6
(copy protection R6, Registration)
-Sniffer R6
(copy protection R6, Registration)
-Spoof R6
(copy protection R6, Registration)
-Stealth R6
(copy protection R6, Registration, Ergonomic)
-Track R6
(copy protection R6, Registration)

Other Comm link gear
-AR Gloves
-Subvocal Microphone
-Satelite Link



Survival Gear
Survival Kit
Respirator R6
Backpack

Drugs / Biotech
Medkit R6


B&E Gear
Tool Kit (Electronics)
Autopicker R5
Miniwelder


Nanotech Gear
Neural Amplifiers, Neocortical R3 (Note: Adds rating to Logic skill test if not in a stressful environment)


Other Gear
Bottles of Scotch (5)
Smart Pouch System, Combat Load Vest
4 Smart Pouch Systems, Ammunition Pouch
Smart Pouch System, Smart Canteen
Smart Pouch System, Ration Pouch
20 Rations


Drones Gear
MCT Fly-Spy (minidrone)
Handling: 1 Accel: 3/15 Speed:15 Device:3
Pilot:4 Body:1 Armor: 0 Sensor: 2 Signal:3
FireWall:3 Signal:3 Response:3 System:3
-Minidrone Sensor
-Maneuver R3
(Copy Protection R3, Registration)
-Covert Ops R3
(Copy Protection R3, Registration)
-Pilot Program R4
-Chameleon Coating

Lifestyle
Middle (Free)


Description:
Asian male, wears a black long coat with a machine pistol strapped to his right leg. Lu Huo loves his scotch and cigarettes. He also has solid blue eyes that are a tell tail sign that his eyes are not natural. There is a silver data jack at his right temple and he wears his hear up in a top knot.
 Backgroun:
-Born as a 3rd generation citizen to two Chinese Parents.
-As a boy Slice loved the matrix and would spend a lot of his time on the matrix surfing as much as his parents would allow.
-As a teenager Slice was interested in technology and keep checking the matrix for info on Mechanics, and engineering.
-At 18 Slicer joined the military. Where his great skills in Hacking got him noticed by his officers
-At 21 Slicer joined a top secret Military think tank called “Terrain Optics” once you join the think tank you are in for life, even if you retire from the Military you will always on call from the “Terrain Optics” group. Around this time is when Slicer got his body modified in order to peek out his abilities
-At 22 Slicer took as much training in piloting of different military vehicles as he could and has been doing his best to round out his skill group as much as possible. Slicer was assigned to a Special Forces team as an elite hacker.
Concept:
Asian Hacker that has tight ties to a military hacker think tank. Even beening an elite hacker he has gained other skills that can be used by the military he works for
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <03-31-14/1417:37>
Sorry I couldn't post during the weekend, my preferred library lab was closed.

Triskavanski, it looks like you didn't pick any negative qualities so I can't see any issues there - they're often good for rounding out characters, but if you'd rather start with a more centrist PC in personality that's fine. The augmentations and positive qualities seem to synergize well and your gear looks okay for a cqc-specialist, but it looks like you're overspent on attributes - at 800 starting karma, that leaves 400 for mental+physical attributes, and you've spent 560. I'm not sure if you were thinking 800 build points or if there's something else odd going on. If you can post a .zip of the .chum file (or email it to me) I might be able to look at it and try to figure out what's up. You also have no knowledge skills, and no name for your character. If you need more setting information to choose knowledge skills, I can PM you with something if you have an idea on something you're wanting your background to include.

Scawire, your attributes and skills look good for your concept. You might want a different specialization for gunnery - missiles are normally Fire Control directed weapons or used by the gunner on bombers, common weapons in fighters and capital ships include railguns and particle cannons (some sci-fi might call them lasers, which is a brand name in Isle). As for your negative qualities, paranoia is something that doesn't seem to have a root in the given backstory and might've led to disqualification from the operation. Also remember that negative qualities aren't worth karma until they come up in the game (Complication Style). Otherwise the character looks fairly well fleshed out.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-31-14/1511:06>
560?

I count 320 (40x8)

Even so i cant really focus the 4e pirate guy. So im looking to solidify as a rigger, intead pf launch himself put of a nissle port to cut space ships in half with his sword.
Title: Re: Wild Cards [4E pbp]
Post by: Scawire on <03-31-14/1611:16>
@Triskavanski we are using 800 karma system not BP system so the attributes are paid in a karma base 10, 15, 20, 25 that maybe where the problem is at. IF you are using Chummer at starting a new character will "see Choose BP amount" change BP to Karma then change 750 to 800, that should help you create the runner easier.

Ok I've had to drop a lot of my skill ranks and my strenght since I don't get karma for my starting negative qualities, and I ditched the paranoid quality. Should be done now.
Title: Re: Wild Cards [4E pbp]
Post by: Triskavanski on <03-31-14/1759:53>
Oh.. that changes things
Title: Re: Wild Cards [4E pbp]
Post by: Mithlas on <04-01-14/0106:34>
There will be ship-to-ship external combat which would probably largely be handled with Gunnery and Pilot Aerospace.

The mystery enemy will have plenty of jamming and disruptive abilities to engage in ship-to-ship boarding actions which will see the direct combat that most in Shadowrun are likely used to - and would largely be handled with Firearms (pistols or automatics more than longarms given the tendency for hallway combat being within 15m) and blades or clubs. This would end up being where most of the drone combat could happen, and depending on how successful it is will be there the opportunity for counter-boarding (and explosives) would take place.

Obviously if you can come up with other ways of dealing with situations that don't involve those listed, that's worth Karma for clever thinking (just as long as it's not genre-breaking).

Don't worry too much about the skills - you'll have the opportunity to train them back up. I like seeing character development more than TPKs.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Scawire on <04-08-14/1402:07>
I have a final in one of my IT classes this Friday so I will be very light on my posts until I finish up the final exam this Friday. Though I should give everyone a heads up.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <04-08-14/1658:00>
In that case we can wait until Friday to begin posting IC - any questions or clarifications so far should be able to be handled in the OOC thread (http://forums.shadowruntabletop.com/index.php?topic=15985.0).
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Triskavanski on <04-08-14/1804:29>
Alrighty!
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: GrimWulf on <04-08-14/2045:57>
Any room left? I'm intrigued.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <04-09-14/1335:02>
The rules for character creation are on the first page. Post your proposed character sheet here and we'll have the finalized versions early on the OOC thread. It might be a good idea to post or PM me with your character idea and I can give you feedback on what is setting-fitting and what is already being done or what gaps might exist (NPCs can be used for some of the role gaps).

It looks like everybody's making their character sheet with Chummer, so once you've gone from concept to specific numbers you can email me (or post it as a zip) and I'll be able to quickly give another check to say if everything seems okay.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: ismilealot on <04-12-14/0757:29>
I happen to like maps and think they give a bit of atmosphere to a game and I have a few space maps I like and can recommend. RPGNow has some space system maps you might like.  http://skeletonkeygames.rpgnow.com/product/116237/HighSpace-Core-System-Maps  I have them as I sometimes have my D&D group out in the planes and thought these were a good value. I can show them to you via a screen share if you'd like to see them before you purchase them.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <04-12-14/1550:52>
At the moment I do not have the free funds to indulge in things like game maps, so I'm afraid that whatever their quality I wouldn't be able to make use of them. I tend to describe the setting as the PCs come across it anyway, with something of a standard for abstraction to help move along the action given the constraints of the medium.

And for those who didn't spot the new post, the in-character thread (http://forums.shadowruntabletop.com/index.php?topic=16054.0) is up. Things will be taken somewhat slowly to make make sure everybody's settled and give the potential new people a chance to jump in this week rather than having to wait for the next courier jump.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: GrimWulf on <05-08-14/1638:05>
Figured I'd bounce this back up to the top as we could use an extra couple players.... I think.  Don't hate me Mithlas if I'm wrong  ::)
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <05-09-14/2010:03>
There's still room if somebody wants to claim an "unintroduced spacer or PMC". Alternately, the number of PCs per player could be brought up to give more options for interaction.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: olg707 on <05-10-14/0339:18>
I would be interested in a hacker or rigger,  if you have the room
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <05-12-14/1940:34>
We've already got one hacker, and a medic. There's plenty of open spots in alongside the marines, fighter pilots/riggers, and engineers (though you'll still want to have combat capability, and having a little medicine or mechanics wouldn't be a bad idea either). Post your character concept and I'll give it a look.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: olg707 on <05-13-14/0320:20>
Sweet. Will get one to you soon  :)
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Laereth on <06-13-14/2127:22>
Any room for another player?
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: GrimWulf on <06-18-14/0040:34>
Pretty sure there's still room but game has slowed a lot.  Gm was having issues getting a net connection now that school is out.

As far as I understand that is.
Title: Re: Recruiting: Wild Cards [4E pbp]
Post by: Mithlas on <06-18-14/1729:03>
That's basically the sum of it. Not having my own internet means I have to rely on somebody else's.

Granted, I can't entirely say that FF12 isn't to blame, and there's occasions with Attack of the Real Life. Nothing serious, just things that take time. We should be having less issue with the coming weeks. Feel free to post any proposals you have, we can look at how they fit into pre-existing characters and the world setting as much as needed here.