Shadowrun
Shadowrun Play => Play-by-Post => Topic started by: Mithlas on <04-08-14/1656:19>
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Character creation is posted in the Recruitment Thread (http://forums.shadowruntabletop.com/index.php?topic=15403.0) where PCs can be modified to meet GM and setting approval, all such rules are posted at the top of that thread. Books in use again are: S4A, Arsenal, Augmentation, Runner's Companion (with GM approval, aspects like Animal Pelage being rejected as inconsistent with the setting) and Unwired. Due to the setting, this game will err much more towards pink mohawk than black trenchcoat. Please post initial character sheets in the recruitment thread where we can focus on the character creation aspects.
In-character thread here (http://forums.shadowruntabletop.com/index.php?topic=16054.0).
House Rules
- Negative Qualities are handled like complications in Mutants & Masterminds, instead of up-front karma they reward karma in the scene they cause complication in (subject to GM discretion, examples are given in the recruitment thread and questions may be posted there or here).
- Due to the setting starting and spending significant time in a space cruiser, all characters will be treated as SINers with all necessary licenses. They will also be treated as having free Medium lifestyle, having a basic knowledge with at least their region of Terran colonized space and some familiarity with standard combat procedures in ship-to-ship and ship-boarding combat as well as zero-gravity combat. Terrans do have artificial gravity inside their ships. As part of the setting, full-body armour (including FFBA) will be treated as having vacuum-sealing as a default.
- Advancement will be faster than Shadowrun standard: There will be "rest stops" at frequent intervals in the campaign where characters can repair and upgrade equipment and 'ware, train skills (allowing interruption). Skill training is reduced by one "step": Attributes may take a month of work to raise, but skills only take (Rating*Days) instead of (Rating*Weeks).
- Skill groups are transient and may be broken or recombined at will.
- Due to the setting, PCs will be "Terrans" (available to metatypes: human, elf, ork).
- PMC characters have looser options in their behavior and acceptance of orders (able to argue ones they deem reckless or stupid) but also have less access to the ships' resources; they will still have some ability to "bring gear up to spec" in the campaign opening to help balance with military characters. Military characters must more punctually and closely adhere to orders but may use light milspec armor in the ship's armoury.
Setting
Wild Card Squadron (or "Wild Cards" for short) is a sci-fi adaptation of Shadowrun into an original universe where humanity (Terrans) have discovered superlight drive and launched off into space. The official First Contact led to an extended period of cat-and-mouse before the Trintan Republic translated Terran trade standard (English for the sake of simplicity, although many other languages and dialects remain). Second Contact with the Halpa sparked the first war with aliens and lasted for several years before a half-dozen of the major Halpan kingdoms brokered a cease-fire that is only loosely followed by the variety of Terran and Halpan factions but has reduced violence to occasional raids and skirmishes. Third Contact was made while Terrans were experimenting with a new form of superlight travel called "Hyperspace", drawing the attention of a Bentu scoutship. While both have accused each other of raids, Terrans and Bentu tend to have relatively friendly relations.
Eight years ago, private and government ships surveying coreward started disappearing. For several years it was presumed to be superlight drive faults, but as of four years ago a follow-up scout group found the traces of a corporate survey ship suspected to be destroyed by explosive and high-energy fire, leading military intelligence to suspect alien influence. No survival pods or signs of survivors were found, but the vast majority of the ships were also missing. Current intelligence suspects a new, more thorough and brutal faction of pirates is involved.
Wild Card Squadron was created from scattered personnel across the Terran Alliance and Private Military Companies (PMCs), assembled from personnel thought to be skilled and adaptable enough to find the truth behind the disappearances.
Current Cast - player
"Slicer" Luo Huo - Scawire
Flight Lieutenant Serge Arsenault - GrimWulf
"Dozer" Reese O'Keefe
"Lone Wolf" Unko Nishi - Triskavanski
NPC Cast
Flight Lieutenant Henderson - senior Matsukaze gunner, missile battery chief
Sphere Captain Henri Walther - medical chief
Star Captain Ellana Uriburu - squadron commander. Secondary training in field first aid
Star Lieutenant Leia Escher - senior Matsukaze pilot. Secondary training in electrical engineering
Star Lieutenant "Lady Lancer" de Gaulle - fighterbot pilot, senior fighter commander of Red Wing. Secondary in field first aid
Andrew Visser - Anaheim Electronics engineer, specialization in electrical engineering with accolades in improvised repairs and jerryrigging
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Setting Clarification
Terrans have superlight drive (commonly termed "warp" after its early concept from Miguel Alcubierre's proposal for 'warp drive'), but lacks superlight communication beyond courier ships usually equipped with fast-charging warp drive. Without effective means of calling for help, survivability revolves around keeping your ship and its superlight working first and foremost, with the ability of the crew to repair and operate the ship under any conditions second. This led to the doctrine across Terran militaries and corps to evacuate ship atmosphere in emergencies to prevent fire and decompression, instead relying on space suits and uniforms that can serve as short-term space suits so even in the event of multiple, catastrophic hull breaches the crew can repair the ship enough to get themselves home. While ejection pods exist in all manned fighters, they are intended for ensuring short-term survival of the pilots until the victors can recover them. While not strictly illegal among all known factions it is considered extremely bad etiquette to abandon enemy pilots and recovery is explicitly part of Law of War among the Alliance, most Bentu corporations, and most Halpan kingdoms.
Terran ships by default have centrally-generated artificial gravity, normally only engineers and marines are expected to have microgravity training but several other personnel branches take the training for a small monthly pay boost and this optional training is held by approximately 15% of Terran Alliance personnel, largely among the enlisted.
Conflicts on earth during the early Warp Era led to the Terran Alliance's predecessor instituting laws against public religion. The Alliance continues to hold these laws, though adhering to a religion has been almost entirely decriminalized as long as it is kept private. These laws are followed extremely loosely among many corps, in the Confederacy, and may be ignored when convenient depending on the local group's command staff.
Fighter and equipment information
Handling: Velociraptor: +3
- Harrier: +1
- Peregrine: +2
Digital sensor enhancements. Note that these can be disrupted by hacking
- Visual, Peregrine: +3
- Thermal, Peregrine: +3. Velociraptor and Harrier +1
- Radar, Peregrine: +3. Velociraptor +1 (subject to jamming)
- Targeting Suite, Velociraptor +2 (subject to jamming)
Peregrines are scouts only armed with a light railgun. Harriers are general-purpose fighters armed with a railgun and two mini-missile racks (sometimes replaced with double-mount heavy missile racks). Velociraptors are interceptors armed with a railgun and a particle cannon.
Also don't forget that every manned fighter (except the scouts) has companion fighterbots. In the virtual training there isn't a spare manned fighter but in real flights one will be sitting in the back of the formation to pick up an ejected pilot, only 1-2 of the trained pilots actually leave the ship in fighter combat while the others jump in and control a fighterbot from the host ship.
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== Info ==
Street Name: Lone Wolf
Name: Unko Nishi
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Human
Composure: 5
Judge Intentions: 5
Lift/Carry: 7 (30 kg/20 kg)
Memory: 8
Nuyen: 0
== Attributes ==
BOD: 5
AGI: 4
REA: 6
STR: 2
CHA: 1
INT: 4
LOG: 4
WIL: 4
EDG: 2
== Derived Attributes ==
Essence: 4.38
Initiative: 10
IP: 1
Matrix Initiative: 5
Matrix IP: 5
Physical Damage Track: 11
Stun Damage Track: 10
== Active Skills ==
Aeronautics Mechanic : 3 Pool: 7
Archery : 0 Pool: 3
Armorer : 4 Pool: 8
Artisan : 0 Pool: 3
Automatics : 0 Pool: 3
Automotive Mechanic : 3 Pool: 7
Blades : 1 Pool: 5
Climbing : 3 Pool: 5
Clubs : 0 Pool: 3
Computer : 2 Pool: 6
Cybercombat : 2 Pool: 6
Data Search : 2 Pool: 6
Demolitions : 4 Pool: 8
Disguise : 1 Pool: 5
Diving : 0 Pool: 4
Dodge : 0 Pool: 5
Electronic Warfare : 2 Pool: 6
Escape Artist : 0 Pool: 3
Exotic Ranged Weapon : 2 [Laser Weapons] Pool: 6
First Aid : 0 Pool: 3
Flight : 3 Pool: 5
Forgery : 0 Pool: 3
Gunnery : 4 Pool: 8
Gymnastics : 3 Pool: 7
Hacking : 2 Pool: 6
Hardware : 2 Pool: 6
Heavy Weapons : 0 Pool: 3
Industrial Mechanic : 3 Pool: 7
Infiltration : 1 Pool: 5
Locksmith : 3 Pool: 7
Longarms : 0 Pool: 3
Nautical Mechanic : 3 Pool: 7
Navigation : 4 Pool: 8
Palming : 1 Pool: 5
Parachuting : 0 Pool: 4
Perception : 4 Pool: 8
Pilot Aerospace : 4 Pool: 10
Pilot Aircraft : 1 Pool: 7
Pilot Anthroform : 5 Pool: 11
Pilot Ground Craft : 1 Pool: 7
Pilot Watercraft : 0 Pool: 5
Pistols : 2 Pool: 6
Running : 3 Pool: 5
Shadowing : 1 Pool: 5
Software : 2 Pool: 6
Survival : 0 Pool: 3
Swimming : 3 Pool: 5
Throwing Weapons : 0 Pool: 3
Tracking : 4 Pool: 8
Unarmed Combat : 0 Pool: 3
== Knowledge Skills ==
Biology : 1 [Anatomy] Pool: 5 (7)
Chemistry : 2 [Industrial] Pool: 6 (8)
Combat Tactics : 4 [Outer Space] Pool: 8 (10)
Economics : 3 Pool: 7
Engineering : 2 [Electrical] Pool: 6 (8)
English : N Pool: 0
Firearms : 3 Pool: 7
Gaming : 2 [Killing Floor] Pool: 6 (8)
Military : 3 [Special Forces] Pool: 7 (9)
Security Design : 2 Pool: 6
Security Tactics : 2 Pool: 6
== Qualities ==
Addiction (Mild) (VR)
Biocompatability (Cyberware)
More than Metahuman
Reality Impaired
== Lifestyles ==
Middle 1 months
== Cyberware/Bioware ==
Biomonitor
Commlink
Control Rig
Grip Feet
Simsense Booster
== Armor ==
Light Military Armor 12/10
+Biomonitor
+Chemical Seal
+Insulation 6
+Radiation Shielding 6
Military Helmet (Rating 6)2/2
+Internal Air Tank
+Camera Rating 1
+Custom Commlink
+Encrypt Rating 6
+Copy Protection Rating 6
+Registration
+Firewall 6
+Flare Compensation
+Image Link
+Response 6
+Signal 6
+Smartlink
+System 6
== Weapons ==
Forearm Snap-Blades
Pool: 5 DV: 3P AP: - RC: 0
Unarmed Attack
Pool: 3 DV: 1S AP: - RC: 0
Yamaha Pulsar
Pool: 6 DV: 6S(e) AP: -half RC: 0
== Commlink ==
Custom Commlink (0, 0, 0, 0)
Response 6 (6, 0, 0, 0)
Signal 6 (0, 0, 0, 6)
Fairlight Caliban (6, 6, 6, 6)
+Novatech Navi
+Hardening Rating 6
+Simsense Accelerator
+Sim Module (Hot)
+Biofeedback Filter Rating 6 [Copy Protection 6, Registration]
+Firewall Rating 6 [Copy Protection 6, Registration]
== Gear ==
Ammo: Taser Dart (Tasers) x100
Battery Pack: Satchel Power Pack x30
Tool Shop (Mechanical (Drones))
GM-Nissan Doberman (Medium) System 3
Name Firewall 3
Category Drones: Medium Response 3
Source SR4350 Signal 3
Body 3 Clearsight 3
Armor 6 Defense
Pilot 5 Electronic Warfare
Sensor 3 Maneuver
Sensor Signal 4 Targeting 3
Device Rating 3 Analyze
Acceleration 10/25 Encrypt
Speed 75 Scan
Handling 0 Armor
Vehicle Worth 33220 ECCM
Applicable Active Skills
SKILL NAME POOL RTG. ATT.
Aeronautics Mechanic 7 3 4 (LOG)
Automotive Mechanic 7 3 4 (LOG)
Electronic Warfare 6 2 4 (LOG)
Gunnery 8 4 4 (AGI)
Hardware 6 2 4 (LOG)
Nautical Mechanic 7 3 4 (LOG)
Navigation 8 4 4 (INT)
Pilot Aircraft 7 1 6 (REA)
Pilot Anthroform 11 5 6 (REA)
Pilot Ground Craft 7 1 6 (REA)
Pilot Watercraft 5 0 6 (REA)
MODS
Pilot Program Rating 5
Touch Sensors
Walker Mode
Weapon Mount (Normal, External, Turret, Remote)
GEAR
Clearsight Rating 3 (Copy Protection Rating 3, Registration)
Medium Drone Sensor (Atmosphere Sensor Rating 3, Camera Rating 3, Geiger Counter, Microphone Rating 3, Radio Signal Scanner Rating 3, Thermometric)
Targeting (Self) Rating 3 (Copy Protection Rating 3, Registration)
WEAPON DAMAGE AP MODE RC AMMO
Ares Redline 5P -half SA 0 10(c) orexternal source AR 41
Underbarrel Grapple Gun, Smartgun System
S: 0-10 M: 11-40 L: 41-85 E: 86-150
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Here is my Hacker Space Junkie
(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: 3
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
EDIT
KARMA 2 from first "mission"
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Im going to try to finish tonight the ladt bit of the character.
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(http://i.imgur.com/NBVXZQE.jpg)
== Info ==
Name: Flight Lt. Serge Arsenault
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human M Age 34
Height 5'4" Weight 130
Composure: 8
Judge Intentions: 9
Lift/Carry: 8 (75 kg/50 kg)
Memory: 11
Nuyen: 1400
== Attributes ==
BOD: 3
AGI: 4 (7)
REA: 4 (5)
STR: 3 (6)
CHA: 4
INT: 5
LOG: 5 (7)
WIL: 4
EDG: 4
== Derived Attributes ==
Essence: 3.25
Initiative: 9 (10)
IP: 1 (2)
Matrix Initiative: 8
Matrix IP: 1
Physical Damage Track: 10
Stun Damage Track: 10
== Active Skills ==
Automatics : 3 Pool: 10
Blades : 3 Pool: 10
Chemistry : 4 Pool: 11 (12)
Computer : 3 Pool: 10 (11)
Cybertechnology : 3 Pool: 10 (11)
Data Search : 2 Pool: 9 (10)
Dodge : 3 Pool: 9
Etiquette : 2 Pool: 6
First Aid : 5 [Combat Wounds] Pool: 12 (14) [13 (15)]
Gunnery : 1 Pool: 7
Medicine : 5 Pool: 12 (13)
Negotiation : 2 Pool: 6
Perception : 4 Pool: 9 (10)
Pilot Aerospace : 1 Pool: 6
Pistols : 2 Pool: 9
Survival : 1 Pool: 5 (6)
Unarmed Combat : 1 Pool: 8
== Knowledge Skills ==
English : N Pool: 0
Bentu (Lang) : 3 Pool: 9 (10)
Biology : 5 Pool: 12 (13)
Contact Protocols : 2 Pool: 9 (10)
Galactic Politics : 2 Pool: 9 (10)
Halpan (Language) : 2 Pool: 8 (9)
Ship Politics : 3 Pool: 10 (11)
Terran Alliance Military Service : 3 Pool: 10 (11)
Xenobiology : 5 [Halpan] Pool: 12 (14) [13 (15)]
Xenotech : 1 Pool: 8 (9)
== Contacts ==
Chief Doctor (4, 4)
Dr. Ruth Chan (Xeno-biologist) (2, 4)
Mess Chef (2, 3)
Nav Officer (2, 2)
Science Officer (3, 3)
== Qualities ==
Born Rich
Linguist
Lost Loved One
Flashbacks (common)
== Cyberware/Bioware ==
Audio Enhancement Rating 2
Cerebral Booster Rating 2
Clean Metabolism
Low-Light Vision
Muscle Augmentation Rating 3
Muscle Toner Rating 3
Transgenics PUSHed
Transgenics Qualia
Smartlink
Synaptic Booster Rating 1
== Armor ==
Urban Explorer Jumpsuit 6/6
Chem Seal
Fire Resistance 3
Insulation 3
Radiation Shielding 2
== Weapons ==
Colt Government 2066
+Electronic Firing
+Smartgun System, External
Pool: 8 DV: 5P AP: -1 RC: 2
FN HAR
+Smartgun System, External
+Spare Clips
+Gas Vent 2
+Laser Sight
Pool: 12 DV: 6P AP: -1 RC: 2
Unarmed Attack
Pool: 7 DV: 3S AP: - RC: 0
Vibro Knife
Pool: 9 DV: 5P AP: -2 RC: 0
== Commlink ==
Novatech Airware (3, 3, 3, 3)
== Gear ==
Ammo: APDS (Assault Rifles) x200
Ammo: EX-Explosive Rounds (Assault Rifles) x100
Ammo: Flechette Rounds (Heavy Pistols) x100
Biomonitor x2
Contact Lenses Rating 3
+Thermographic
+Flare Compensation
+Vision Enhancement Rating 3
Medkit Rating 6 x2
Zeta-Interferon x4
Lifestyle:
Medium
Description:
Flight Lt. Serge is his mid-30's, caucasian short and balding.
Background:
12 years of service with the Terran Alliance
College Educated
Recently transferred to Matsukaze
Formerly assigned to research station Kakou. Station was attacked by unknown forces.
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updated my sheet before I pass out again. These past few days have been rough with long work days, and I can only access chummer through my pc.
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I applaud your writing already Mithlas, I'm glad I've the opportunity to play in the game.
I'll get a good post in tomorrow, I'll have to try to bring my level of writing up! Though it's hard not knowing the setting as well as say Shadowrun. ;). Hopefully we'll be able to see Trisk get in too, I know what long works days can do to a person.
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Oh I should let you know that this Saturday the trip to Vancouver Island begins I should be back the next Friday. Not sure how good the net will be at the hotels, so should be able to post in the morning before I start the day but since I'm using a smart phone, expect more spelling mistakes and no dice rolls. Thought I should give you the heads up.
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I'm unfortunately probably going to need to drop out of this one. I haven't been able to really follow it as closely as I should. Sorry for the trouble
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No problem tris. I just dropped one of my other games I was out of the loop for too long and four games where too much.
I'mback from van, with the other game dropped that should help me keep posting here more frequent. I have almost got runner #2 done i made three builds sorry for his delay. i will get on to posting here tonight
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Yeah I've been holding off posting, hoping some more interest would come along. Your second runner Scawire, what role does he/she fill? I can bring in a second as well to help out.
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The new character is a Spy / Pilot, I would like someone else to have the Demolitions skill that would give back karma to build with.
So a quick over view of him
Common page: Contacts, 3 data broker linked to 1) Bentu, 1) Halpan 1) Pirates, Next1 Government Spy handler.
This helps get intel
Skill page: Active Spy: to blend in lose tails infiltrate and a few Face abilities. Pilot Space fighters and Gunnery
Knowledge: alot from Spying on the Halpan so knowledge based from targetting them in this cold war time.
Gear page: 3 fake SIN's 5 disposable commlinks and other stuff for his spying. Tank side got sweet armor and a mean little AK 97.
So that is a small sample of his skills gear and hand full of contacts.
Oh I will try to a post up soon.
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Barring overall approval of course, mostly finished building a character last night who'd be the current heavy hitter of the group
He's an Ork (with human looking quality)
Gear wise he's kitted up with move by wire, cyber torso with a SMART (pilot 6) articulated weapon arm (mounted with LMG) carries around an automatic shotgun, hand razors, and some more cyber to help reduce damage he does take.
Skills really are just combat oriented, with a couple ranks in athletics and survival groups, and a few in intimidation.
I can give him demolitions but with a low logic he wouldn't be too good with it.
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Here is a look at My Spy
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRJOMGcuk7iZP3mj8sald8SPsOdFAoj9F7RI7cOqJQNUY723mKluQ) (https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTzJYDalH4nYQIhOeOE1gkTp3-Ydx_Q-zjPpwWh4JLjPQJZOQunzw) (http://www.destructoid.com/ul/235453-ryu5_001.jpg)
Call Sign: HOOD
Name:
Street Name: HOOD
Metatype: Human
Ethnicity: Japanese
Age: 32
Hair: Brown
Eyes: Brown
Sex: Male
Height: 5’8”
Weight: 177 lb
Street Cred: 0
Notoriety: -2
Public Awareness: 0
Karma:
Total Karma:
Nuyen: 4000 + 4d6 X 100 Y
ATTRIBUTES: (325 Karma)
Body: 5
Agility: 4
Reaction: 3 (5)
Strength: 3
Willpower: 3
Logic: 4
Intuition: 4
Charisma: 4
Edge: 2
Essence: 0.03
Initiative: 7 (9) / 1 (3) Passes
Matrix Initiative: 18 / 1 passes
Composure: 7
Judge Intentions: 8
Memory: 7
Lift/Carry: 8
Movement: 10 / 25
Swim 5
Physical Condition Track: 11
Stun Condition Track: 10
SKILLS (SG 10 Karma, Actice 306 Karma)
Active
Automatics (Assault Rifle) 5(7)
Blades (Knives) 2(4)
Climbing 2
Electronics (SG) 1
(Computers)
(Data Search
(Hardware)
(Software)
Con (Fast Talking) 4(6)
Demolitions (Plastic Explosives) 2(4)
Disguise (Faces) 4(6)
Escape Artist 3
Etiquette (Halpan) 3(5)
First Aid 1
Forgery (False ID) 2(4)
Gunnery (Energy) 4(6)
Infiltration (Urban) 4(6)
Locksmith 2
Negotiation 2
Perception (visual) 3(5)
Pilot Aerospace (Space Fighter) 5(7)
Pilot Ground Craft 1
Shadowing (Tail Evasion) 3(5)
Survival 1
Tracking 2
Unarmed Combat 1
Language
English N
Bentu (Speak) 3 (5)
Halpan (Lingo) 5 (7)
Knowledge
Blackmarkets (Halpan) 3(5)
Culture (Halpan) 1(3)
Forensices (Evidence Gathering) 1(3)
Gangs (Halpan) 2(4)
Law (Halpan) 1(3)
Politics (Halpan) 2(4)
Police Procedures 2(4)
Smuggler Routes (Pirate) 2(4)
Underworld (Halpan) 2 (4)
QUALITIES
+ Q (40Karma )
Blandness
First Impression
Restricted Gear (Red Samurai Armor)
-Q (0 Karma)
(CONTACTS (56Karma))
Name:
Connection: 5
Loyalty:4
Job: Government Spy Handler
NOTES: Worked with Hood for a long time and have become friends
Name:
Connection: 3
Loyalty:3
Job: Bentu Criminal Data Broker
NOTES: Specializes in Info from the Bentu Alien Race
Name:
Connection: 3
Loyalty:3
Job: Pirate Data Broker
NOTES: Specializes in Info about Pirates or info the Pirates have on others
Name:
Connection: 4
Loyalty:3
Job: Halpan Criminal based Data Broker
NOTES: Specializes in Info from the Halpan Alien Race
GEAR(220,000 nuyen, 88 Karma)
ARMOR
TOTAL 22/17
Actioneer Business Clothes 5/3 SR4 326
Clothing ("Blending in Clothing") 0/0 SR4 326
(1,810 Nuyen worth)
Form-Fitting Full-Body Suit 6/2 AR 48
-Ruthenium Polymer Coating
Autopicker Rating 5MiniwelderTool Kit (Hardware)Wire Clippers
Lined Coat 6/4 SR4 326
Military Helmet (Rating 6) 2/2 AR 51
Camera Rating 1Custom CommlinkEncrypt Rating 6 [Copy Protection 6; Registration] Firewall 6Flare CompensationImage LinkResponse 6Signal 6SmartlinkSystem 6
Red Samurai Armor 13/13 AR 51
Biomonitor; Mobility Upgrade 2; Ruthenium Polymer Coating; Thermal Damping 6
Urban Explorer Jumpsuit 6/6 SR4 326
WEAPONS
WEAPON POOL DAMAGE AP MODE RC AMMO
AK-97 9 (11) 6P -1 SA/BF/FA 4 2x38(c) SR4 318
Sling; Sound Suppressor; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Spare Clips; Additional Clip; Chameleon Coating; Gas Vent 3
S: 0-50 M: 51-150 L: 151-350 E: 351-550
Ceska Black Scorpion 11 4P - SA/BF 2 35(c) SR4 317
Concealable Holster; Silencer; Smartgun System, Internal; Spare Clips; Spare Clips; Spare Clips; Stock; Chameleon Coating; Personalized Grip
S: 0-5 M: 6-15 L: 16-30 E: 31-50
(CYBERWARE
Machine Pistol 0 4P - SA/BF 1 12(m)/35(c) SR4 345
Smartgun System
S: 0-5 M: 6-15 L: 16-30 E: 31-50 )
Minigrenade: Flash-Pak 3 Special - 0 0 SR4 324
S: 5-50 M: 51-100 L: 101-150 E: 151-500
Minigrenade: Smoke 3 (10m Radius) - 0 0 SR4 324
S: 5-50 M: 51-100 L: 101-150 E: 151-500
Minigrenade: Thermal Smoke 3 (10m Radius) - 0 0 SR4 325
S: 5-50 M: 51-100 L: 101-150 E: 151-500
Katana 6 5P -1 1 SR4 314
Chameleon Coating; Custom Look Rating 2
Survival Knife 6 (8) 3P -1 0 SR4 315
Survival Knife 6 (8) 3P -1 0 SR4 315
Unarmed Attack 5 2S - 0 SR4 159
CYBERWARE / BIOWARE
IMPLANT ESSENCE GRADE
Bone Lacing (Kevlar) 1 Standard AU 39
Commlink 0.2 Standard SR4 338
Control Rig 0.5 Standard SR4 338
Cybereyes Basic System Rating 2 0.3 Standard SR4 340
Eye Recording Unit; Image Link; Flare Compensation; Smartlink; Vision Enhancement 2; Vision Magnification
Data Lock 0.1 Standard SR4 339
Datajack 0.1 Standard SR4 339
External Clip Port 0.1 Standard SR4 344
Gecko Hands 0.1 Standard AU 64
Machine Pistol 0.32 Alphaware SR4 344
Sound Suppressor 0.3 Standard SR4 344
Wired Reflexes Rating 2 3 Standard SR4 342
COMMLINKS
COMMLINK RESPONSE SYSTEM FIREWALL SIGNAL
(Cyber Commlink)
Hermes Ikon 4 4 6 3 SR4 328
ACCESSORIES
Agent 4 [Analyze 4; Attack 4; Copy Protection 4; Purge 4; Registration] ; Novatech Navi; Stealth 4 [Copy Protection 4; Ergonomic; Registration] ; Suite: Pro User [Analyze 4; Browse 4; Command 2; Edit 4] FireWall 6
(5) Disposable Commlink 1 2 1 3 UN 196
ACCESSORIES
Disposable Commlink OS
OTHER GEAR
NAME RTG. QTY.
Ammo: APDS (Assault Rifles) - 760 SR4 323
Ammo: Regular Ammo (Machine Pistols) - 140 SR4 324
Ammo: Stick-n-Shock (Assault Rifles) - 380 SR4 324
Cellular Glove Molder 3 1 SR4 335
Fake SIN (Ken Arato) 5 1 SR4 332
Fake License 5 (Restricted Cyberware); Fake License 5 (Ceska Black Scorpion); Fake License 5 (Katana)
Fake SIN (Jeff Goto) 5 1 SR4 332
Fake License 5 (Restircted Cyberware); Fake License 5 (Ceska Black Scorpion); Fake License 5 (Katana)
Fake SIN (Larry Etsuko) 5 1 SR4 332
Fake License 5 (Restricted Cyberware); Fake License 5 (Ceska Black Scorpion); Fake License 5 (Katana)
Keycard Copier 6 1 SR4 335
Latex Face Mask - 4 SR4 338
Lockpick Set - 1 SR4 335
Medkit 6 1 SR4 337
Minigrenade: Flash-Pak - 3 SR4 324
Minigrenade: Smoke - 3 SR4 324
Minigrenade: Thermal Smoke - 3 SR4 325
Miniwelder - 1 SR4 335
Nanopaste Disguise (Small Container) - 4 SR4 338
Rations - 50 AR 53
Scent-masking Cigarette - 100 AR 64
Smart Pouch System, Ammunition Pouch - 10 AR 62
Smart Pouch System, Combat Load Vest - 1 AR 62
Smart Pouch System, Ration Pouch - 1 AR 62
Smart Pouch System, Smart Canteen - 1 AR 62
Survival Kit - 1 SR4 337
Tool Kit (Hardware Kit) - 1 SR4 332
Tool Kit (Disquise Kit) - 1 SR4 332
Tool Kit (Forgery kit) - 1 SR4 332
Wire Clippers - 1 SR4 335
NOTE: Still need to add background.
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(http://i.imgur.com/JirI02x.jpg)
== Info ==
Street Name: Dozer
Name: Reese O'Keefe
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 3
Public Awareness: 1
Ork
== Attributes ==
BOD: 6 (7)
AGI: 5
REA: 5 (9)
STR: 6
CHA: 3
INT: 3
LOG: 3
WIL: 3
EDG: 5
== Derived Attributes ==
Essence: 1.2
Initiative: 8 (12)
IP: 1 (3)
Matrix Initiative: 7
Matrix IP: 1
Physical Damage Track: 13
Stun Damage Track: 10
== Active Skills ==
Armorer : 3 Pool: 6
Automatics : 2 Pool: 7
Climbing : 2 Pool: 8
Disguise : 2 Pool: 5
Dodge : 2 Pool: 12
Exotic Ranged Weapon : 2 [Laser Weapons] Pool: 7
Flight : 2 Pool: 8
Gunnery : 3 Pool: 8
Gymnastics : 2 Pool: 7
Heavy Weapons : 4 [Machine Guns] Pool: 9 (11)
Infiltration : 2 Pool: 7
Intimidation : 4 Pool: 7
Longarms : 5 [Shotguns] Pool: 10 (12)
Palming : 2 Pool: 7
Perception : 3 Pool: 6
Pilot Aerospace : 4 Pool: 13
Pilot Anthroform : 4 Pool: 13
Pistols : 1 Pool: 6
Running : 2 Pool: 11
Shadowing : 2 Pool: 5
Survival : 2 Pool: 5
Swimming : 2 Pool: 8
Unarmed Combat : 1 Pool: 6
== Knowledge Skills ==
Combat Tactics : 3 [Outer Space] Pool: 6 (8)
English : N Pool: 0
Firearms : 3 [History] Pool: 6 (8)
Music : 2 Pool: 5
Sports : 2 Pool: 5
Terran Alliance : 2 Pool: 5
Xeno Belief systems : 3 [Halpan] Pool: 6 (8)
Xenology : 3 Pool: 6
== Contacts ==
Capt "Mercy" Reynolds Vega Dynamics Interplanetary (4, 2)
Gunnery Sgt "Gunny" Vega Dynamics Interplanetary (2, 2)
== Qualities ==
Bad Rep
Human-Looking
Low-Light Vision
Poor Self Control (Thrill Seeker)
Reduced Sense (Partial) (Hearing)
Toughness
== Cyberware/Bioware ==
Articulated Weapon-Arm
Move-by-Wire System Rating 2
Obvious Torso (BOD 12, AGI 5, STR 7)
+Customized Body Rating 6
+Customized Agility Rating 5
+Customized Strength Rating 7
+Armor Rating 2
+Enhanced Body Rating 6
Platelet Factories
Smartlink
Trauma Damper
== Armor ==
Form-Fitting Full-Body Suit6/2
Full Body Armor Helmet 2/2
+Audio Enhancement Rating 3
Light Military Armor 12/10
+Biomonitor
+Mobility Upgrade 3
+Radiation Shielding 1
== Weapons ==
Ingram White Knight
+Flashlight, Low-Light
+Stock
+Weapon Personality
+Custom Look Rating 2
+Pilot Upgrade Rating 5
+Safe Target System
+Smartgun System
Pool: 11 (13) DV: 6P AP: -1 RC: 6
Mossberg AM-CMDT
+Extended Clip, 50 Drum
+Gas Vent 3
+Personalized Grip
+Sling
+Smartgun System
Pool: 12 (14) DV: 9P(f) AP: +5 RC: 5
Unarmed Attack
Pool: 6 DV: 3S AP: - RC: 0
== Commlink ==
Transys Avalon (4, 0, 0, 4)
== Gear ==
Contact Lenses Rating 3
+Vision Enhancement Rating 3
+Thermographic
+Image Link
Novatech Navi
Stimulant Patch Rating 6 x3
Trauma Patch x2
== Description ==
Dozer is built as big as they come. Having grown up on a heavy G world his body has adapted to what every day life was. He's moved on but has remained in shape.
== Background ==
Born a bastard, Dozer has mostly led a life of misery. The backwater colony he lived on was a mess and in worry of collapse. Things got worse when the locals decided they didn't want to be a part of the Terran Confederacy anymore. The TC wasn't too fond of the illegal strike and cracked down hard on the colonists. Dozer got caught up in the fighting and ended being arrested by a PMC which was hired to help suppress the strike. Normally this would have resulted in hard labour on some moon or asteroid, but the PMC captain seeing something in him offered him the choice. Mine for life, or sign up with his crew.
SPC O'Keefe, found himself the newest member of Vega Dynamics Interplanetary (VDI). Years of training followed, culminating in his team's deployment to a Halpan "Military outpost" for "Subjugation". Expecting heavy resistance, his team hit the compound hard and fast, taking targets out before registering what they were doing. Only after was it realized that the outpost was really a type of crèche, where young Halpan were raised and taught not war but the religion of the local kingdom. Shocked by his involvement in the massacre Dozer has started to taking to that very Religion's beliefs.
With the recent loss of ships the Terran Alliance has hired VDI assets to assist in the investigation, and Dozer finds himself aboard that Matsukaze.
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Oops realized with IC post I'm writing up that I forgot to grab Electronic Warfare for sensor usage. So being that we've just started would like to make some quick changes to Reese
drop
Disguise 2
Palming 2
Acquire
EW 4
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Oopsmissed that last part of gGMs post about incoming threats. Oops time to fight not get the feel for the fighter.
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Ok heads up time. Next weekend I have a family reunion to go to, and no idea if there will be WiFi. So from next Saturday to July 2 I might have not net. Sorry but best to give you the heads up.
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Go ahead and swap for the EWar.
I'll try to keep things open-ended for a while.
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Sensor scan of the incoming threats
Electronic Warefare 4 + logic 3 + Gentech (PuSHed) (PG 91 AU) 1 + Nano tech (Neural Amplifiers, Neocortical R3) 3 = 11d6
<a href="http://invisiblecastle.com/roller/view/4550072/">11d6.hits(5)=1</a>
1 got one hit. Slicer is having an off day.
Note: In my other games if I roll too many dice by mistake we always drop the last dice in the chain. So with the nano tech if it is a stressful situation I don't get those three dice to my pool. So I would lose the last three dice but that doesn't change the roll results..... which where bad anyway.
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Forgot to mention these dice pool modifiers earlier:
Handling: Velociraptor: +3
- Harrier: +1
- Peregrine: +2
Sensor enhancements:
- Visual, Peregrine: +3
- Thermal, Peregrine: +3. Velociraptor and Harrier +1
- Radar, Peregrine: +3. Velociraptor +1
- Targeting Suite, Velociraptor +2 (this modifier is subject to change if the target is protected by jamming. The virtual tangos in the first training sim apply a -1 to this).
Also don't forget that every manned fighter (except the scouts) has companion fighterbots. In the virtual training there isn't a spare manned fighter but in real flights one will be sitting in the back of the formation to pick up an ejected pilot, only 1-2 of the trained pilots actually leave the ship in fighter combat while the others jump in and control a fighterbot from the host ship. In the first virtual training each manned fighter has 2 fighterbots with Pilot rating 4, and Defense rating 4 autosofts that will automatically engage if they take fire. Technically the manned fighters have the same thing but I believe that everybody's skills and attributes are superior to the fighterbots.
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Skill roll on Gunnery.
Gunnery (Energy) 3 (5) + AGI 5(7) = 10 (12)
http://invisiblecastle.com/roller/view/4561829/ (http://invisiblecastle.com/roller/view/4561829/) 4 hits
Hey Question?
Control Rig on page 338 of SR4 what are we saying it will give us, it says +2 to all vehicle test. Does it stack with my bio and cyberware?
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Like the reaction enhancers or pushed? Those are all different systems, I don't see how one would interfere with another. The text indicates any time you're using "jumped in" VR that you're getting +2 to that one jumped-in drone. Manual or AR doesn't get that bonus, though, as it's not "jumped in".
Tangos' initiative (http://invisiblecastle.com/roller/view/4564149/) is 9.
Tango 0 dodges (http://invisiblecastle.com/roller/view/4564155/) Slicer's first shot. Ties go to the defender. They will be in range next round. The other 8 Tangos continue to close to maintain formation distance to targets.
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Shooting at the Tango
9d6.hits(5) → [2,1,3,2,1,1,4,5,1] = (1)
Ouch. 1 hit, almost a glitch.
So, he's more of an in your face type guy, not so much a pilot.
Not that familiar with vehicle combat in rounds like this, would the command to the drones have also gone out?
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I think you might be looking for Initiative so here goes.
Rea 3 (7) + INT 3 = 10 with 3 passes
http://invisiblecastle.com/roller/view/4568360/ (http://invisiblecastle.com/roller/view/4568360/) 2 hits
Initiative = 12 w 3 passes
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I'm going to treat the 'send commands to slaved drones' as a free action, which still leaves the complex action for a fancy maneuver or simple actions for aim and gunnery.
Tango 3 shoots at Reese's fighterbot, both return fire (http://invisiblecastle.com/roller/view/4570530/).
Reese's fighterbots evade (http://invisiblecastle.com/roller/view/4570533/).
Tango 3 evades (http://invisiblecastle.com/roller/view/4570535/) the first fighterbot. Apparently the dice are favouring defense today.
Tango 4 failed to even roll a hit on Reese's fighterbot, and I forgot to paste the URL before closing the tab.
Tango 5 fires (http://invisiblecastle.com/roller/view/4570638/) on Reese's second fighterbot.
Tango 3 is hit by (http://invisiblecastle.com/roller/view/4570539/) the second fighterbot.
Tango 3 soaks (http://invisiblecastle.com/roller/view/4570554/) less than half of the incoming railgun (DV 8) fire and is deleted.
Tangos 0 and 1 fire (http://invisiblecastle.com/roller/view/4570633/) at Slicer...after his initiative pass. If Slicer's next action destroys one, I'll count that as Tango 2 and modify this post.
Tango 2 fires (http://invisiblecastle.com/roller/view/4570635/) at Slicer's first fighterbot.
Technically the Spacer pilot with you has a lower initiative than Slicer, but since he's in a different area and to help keep things moving I'll post his actions with the responses to yours.
Tango 6 fires on the spacer's fighterbot and rolls no hits, Tango 7 fires but the fighterbot rolls more hits to evade.
The simulated combat has proceeded a little slower than I expected, so I'll summarize the results based on the next set of actions so we can synchronize and get on to the next plot point which involves finishing training and dropping out of warp.
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Slicer
Free action tell bots to target same tango
Complex action (Page 146 main book) fire vhicle mounted gun
Gunnery (energy) 3 (5) + AGI 5 (7) + Rigger Control 2 = 12 (ah its not an energy cannon)
http://invisiblecastle.com/roller/view/4570727/ (http://invisiblecastle.com/roller/view/4570727/) 4 hits
I figure I would be rigged in if GM thinks no dropping the last two dice don't change anything any way.
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(You forgot your dodge roll. I'm pretty sure I didn't miss anything here (http://invisiblecastle.com/roller/view/4570992/) or dodging Tango 1 (http://invisiblecastle.com/roller/view/4571013/).) Successful evasion. Your fighter has a particle cannon in the wingtip (the same damage as the railgun but requires a combat turn to charge. By this point in the training this has already happened).
Slicer's fighterbots lock on and fire their primary railgun weapons (I forgot the Velociraptor's targeting sensor package last time) and fire (http://invisiblecastle.com/roller/view/4571000/). Tango 0 evades (http://invisiblecastle.com/roller/view/4571004/) Slicer's first shot, then dodges (http://invisiblecastle.com/roller/view/4571006/) Slicer's first fighterbot and fails to dodge (http://invisiblecastle.com/roller/view/4571008/) Slicer's second fighterbot, badly. Tango 0 fails to absorb (http://invisiblecastle.com/roller/view/4571011/) the damage of the second fighterbot.
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Do the raptor's have any missiles/torps? If so, Reese & bots are going to engage the frigate. Launching miss/torp while attempting to jam/confuse the frigate's sensors.
If not then will remain in fight against the other tango's before moving on to engage frigate.
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I'm not versed in vehicle dodge rules could you tell me what to roll. Or you could roll my evasion roll for me. Your Call.
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Vehicle dodge rolls use Reaction + (relevant vehicle skill), in this case Reaction + Pilot Aerospace (plus your jumped-in bonus if applicable, plus milspec suite support if applicable which is usually only the case when piloting a fighterbot jumped-in from the cruiser and requires an RCC).
The Peregrine is a general-purpose fighter and has missiles and railguns, the Velociraptor is an interceptor armed with a railgun in the body and a particle cannon in a wingtip.
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Dodge roll
Pilot Aerospace (Deep Space) 4 (6) + REA 3(7) + control rig 2 = 13 (15)
http://invisiblecastle.com/roller/view/4585673/ (http://invisiblecastle.com/roller/view/4585673/) 2 hits that Sucks
Question? when I made Slicer there was no specialization for fighters under aerospace, can I change deep space to fighters since that would fit his build alot better?
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That sounds fine - it fits the setting and categorization.
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Ok who's turn is it? not sure what the Initiative order was.
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Probably mine, sorry was waiting on an answer about the ship for a bit then was busy with real life. Composing a post now.
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Roll #1
Roll (http://invisiblecastle.com/roller/view/4588408/)
14d6.hits(5) → [5,4,2,1,5,3,5,2,3,1,3,3,5,6] = (5)
Reaction 9 + Pilot 4 + AR 1 Pilot Roll to maneuver into advantageous position vs Tango's
Reese then waits for his drones to fire, and takes his shot (leaving the bot rolls to you, as you did them previously. I can do them if preferred though.
Roll #2
Roll (http://invisiblecastle.com/roller/view/4588417/)
9d6.hits(5) → [1,5,3,6,4,5,6,4,3] = (4)
Gunnery 3 + Agility 5 + Targeting Assist 1
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The turn order is: Scawire's Slicer, GrimWulf's Dozer, spacer pilot, then the virtual Tangos. Given the small number of people and the fact that it's a training run, the turn order isn't that important but it will be when the real combat begins. It doesn't really matter who rolls for the bots as long as the dice pool is the same (4 Pilot + 4 Targeting + 2 (-1) aim assist).
Reese successfully maneuvers into a good position against his tango. His fighterbots fire (http://invisiblecastle.com/roller/view/4588559/), and the gunpod jukes (http://invisiblecastle.com/roller/view/4588560/) out of the way of the first, then second (http://invisiblecastle.com/roller/view/4588561/). Apparently dodging is trumping gunfire today.
It critically fails (http://invisiblecastle.com/roller/view/4588564/) to dodge out of the way of his positioned shot.
Tango 4 fires at Reese (6 hits), Tango 5 fires at Reese's fighterbot (2), Tango 1 shoots at Slicer's fighterbot (2), Tango 2 retargets to Reese (3)
http://invisiblecastle.com/roller/view/4588581/
The fighterbots dodge (4, 4).
http://invisiblecastle.com/roller/view/4588583/
The spacer fires at Tango 6, which dodges. His first fighterbot fires, it fails to dodge and fails to soak. His second fighterbot fires on Tango 7, and is dodged. Tango 7 fires and hits the spacer's first fighterbot, causing heavy damage.
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Gunnery (Energy) 3 (5) + AGI 5 (7) + Control Rig 2 = 12
http://invisiblecastle.com/roller/view/4589618/ (http://invisiblecastle.com/roller/view/4589618/) 6 hits
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Tango 1 fails to dodge (http://invisiblecastle.com/roller/view/4590466/) Slicer's railgun blast. Given the net hits, it fails to soak the damage.
Reese "Dozer"'s next up, with Tango 4, 5, and 2 still on the PCs and Tango 7 still alive against the spacer pilot.
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14d6.hits(5) → [3,6,2,6,2,5,3,6,6,3,3,2,2,4] = (5)
Reaction 9 + Pilot 4 + AR 1 Pilot Roll to avoid shot from Tango
Forgot to add handling to that roll, but got 0 hits on the additional 3 dice anyways.
Tango has 1 net against Reese.
Soak roll.
Erm, I can't find the body/armor for the raptor...
Moving along if any damage is done, remove dice from end of rolls.
Pilot roll to get an angle on shot.
17d6.hits(5) → [1,4,6,1,3,6,5,6,6,3,1,2,6,3,3,5,5] = (8)
Reaction 9 + Pilot 4 + AR 1 Pilot Roll + 3 handling
Shot
9d6.hits(5) → [6,6,3,5,2,2,6,1,1] = (4)
Gunnery 3 + Agility 5 + Targeting Assist 1
FB 1
8d6.hits(5) → [1,4,5,1,6,3,1,5] = (3)
FB1 shooting at fresh target
FB 2
8d6.hits(5) → [6,2,6,5,4,3,6,5] = (5)
FB2 shooting at fresh target
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Reese's bot soaks (http://invisiblecastle.com/roller/view/4598545/) most of the damage (takes 1 box damage). The residual damage bleeds through - as little as isn't soaked by the vehicle, I won't even ask a soak roll from the pilot.
Tango 2 fails to dodge (http://invisiblecastle.com/roller/view/4598574/), and fails to soak (http://invisiblecastle.com/roller/view/4598575/).
Tango 5 dodges (http://invisiblecastle.com/roller/view/4598579/) Reese's first fighterbot, then fails to dodge (http://invisiblecastle.com/roller/view/4598581/) the second, taking severe damage (http://invisiblecastle.com/roller/view/4598582/) (1 box left, 3 penalty on further actions).
Spacer fails to hit tango 7, but his fresh fighterbot scores a telling hit that knocks it out. The damaged fighterbot maneuvers and fires but fails to hit Tango 4.
Tango 5 fires (http://invisiblecastle.com/roller/view/4598583/) at Reese's fighterbot (2), which easily dodges (http://invisiblecastle.com/roller/view/4598588/).
Tango 1 fires at Slicer's fighterbot (1) and Tango 4 fires at Reese.
http://invisiblecastle.com/roller/view/4598596/
Slicer's up next.
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Gunnery (Energy) 3 (5) + AGI 7 + Rigger control 2 = 12
http://invisiblecastle.com/roller/view/4598621/ (http://invisiblecastle.com/roller/view/4598621/) 6 hits Hot dame... Geek him.... Geek him GOOD (i hope)
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Tango 1 fails to dodge (http://invisiblecastle.com/roller/view/4605009/) and disintegrates like Duck Dodger's pistol (http://invisiblecastle.com/roller/view/4605010/).
Reese dodges (http://invisiblecastle.com/roller/view/4605017/) his gunpod, then narrowly dodges (http://invisiblecastle.com/roller/view/4605018/) (ties go to the defender) the general-purpose missile. It starts coming around for another pass at him.
The eagle pilot sends his bots (healthy (http://invisiblecastle.com/roller/view/4605026/) and damaged (http://invisiblecastle.com/roller/view/4605039/)) against the tangos. Tango 4 fails to dodge and soak, Tango 5 fails to dodge and rolls good on the soak but is too badly damaged to survive. Letting the ship's guidance pilot, he makes a Take Aim against the missile and, without the jamming that the gunpods were channeling, just manages to blast it with his particle cannon.
Congratulations, in a 9v9 battle against a conventional enemy, you survived and kept any of the gunpods from getting past you.
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Sorry for slow posting, with this website acting the way it is, it's been a little painful to visit.
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I might have been having the same issues - two of the three libraries I use for internet access haven't even connected to this site for a month (it just hangs at the loading), and I've been getting a lot of 'connection timeout' or 'the page cannot be loaded' the past two weeks, the past 1 making it impossible to even log in. It comes and goes, so I'm hoping that things clear themselves up because I don't have any other options between uni, work, trying to find a publisher for my first book, writing the second, and sketching the outline for my 3rd and 4th.
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The site itself has been having issues and at times has been excruciatingly slow to respond. They've been informed but I'm not sure if it's something that can currently be fixed on their end, I think I saw something about a hardware upgrade being needed, but could be mistaken.
What are your books about? Is it the Isle of Dreams setting? Curious as I stated earlier, I do enjoy your writing style.
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The site has been loading for me it has just been very slow at times.
I was thinking now that we have gone through the first sim of figher combat it might be a good idea to put an edit on the first page of OOC all the info you where giving us Mithlas. Then we have all the info about bonuses and fighter lay out on the first OOC page. As time goes by we can start adding other info that comes up that would be useful to have all in one place.
Oh ya if you ever want to get into the matrix the old system is really good at mapping out a system.
(http://www.mobygames.com/images/shots/l/189726-shadowrun-genesis-screenshot-computer-systems-can-be-filled.jpg)
You have one CPU that gives access to almost everything
you have SPU (Sup-processing unit)
You have IOP (Input/output port)
You have SAN (system access nodes) where you access the system from
You have SM (Slave Module)
You have DS (data Storage)
So if you have groups set as rooms you walk through with some DS and SM maybe some IC watching if you step out of line, well can notice you are out of line.
Here is a great bit of info for getting to know the matrix I found on line
"Matrix SystemsEdit
This part is kind of an advanced version of the Matrix intro section, offering more information in much more detail about the ins and outs of Matrix running.
NodesEdit
To review some basic information, there are six types of Nodes in the game: CPUs, DSs, IOPs, SANs, SMs, and SPUs. Each has a distinct function, and each is classified with a color (Blue, Green, Orange, Red) and a security rating (1 through 7). The color and rating of a Node determine its overall strength and power. It's hard to generate concrete evidence, but it appears that the colors represent different levels of power while the ratings represent varying degrees of power within each level. That is, the order of strengths, from weakest to strongest, is Blue (1-7), Green (1-7), Orange (1-7), Red (1-7) -- so that, for example, a Red 1 Node is slightly more powerful than an Orange 7. Again, this is the best theory I could come up with and while it appears to be correct, it's hard to say for sure.
Anyway, here's a list of each type of Node. Each list entry will have the following information: Node abbreviation, Node name, stats on how often you'll see the Node (expressed in a percentage of all Nodes that are of this type, then the average number you'll encounter on each system), the shape it takes on the system map, the shape it takes inside the actual system, my personal notes about the Node, and a list of the functions you can perform once inside, complete with explanations of each. "
"
###CPU###
Central Processing Unit
Occurrence: 6.3% (1.0 per system)
On Map: Hexagon with smaller concentric hexagon inside
In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18
sides) with three orbital rings
Notes: Each system has one, and only one, CPU. It's the brain of the system,
so it's naturally the most heavily guarded.
Functions: Go To Node - Transports the user directly to any Node on the
system without stopping at any Nodes along the way.
Note that it's a one-way trip, and after you've been
dropped off at your destination, you'll have to
fight your way back through any unconquered Nodes.
Cancel Alert - Resets the alert system, canceling both Passive
and Active Alert status. Very handy... the only
way that alerts can be canceled, too. Note also
that when an alarm is going off inside a building,
the corporation's matrix system will be on Active
Alert as well. If you wanted to jack in at such a
time and were able to make it inside the CPU,
canceling the alert will end the alarm as well.
Crash System - This crashes the system, ejecting you while
crippling the CPU. It only really has two uses:
Some Matrix runs will require that you crash a
CPU -- but more importantly, if you crash a corp's
CPU from inside the building, it will deactivate
all cameras and maglocks. Pretty nice.
###DS###
Datastore
Occurrence: 30.7% (4.9 per system)
On Map: Square
In Matrix: Cube with a hole in one visible face and pairs of triangular
studs on each of the other two visible faces
Notes: These Nodes are where you'll get all your data to sell. The vast
majority of Matrix runs also involve some kind of data transfer from
within a particular DS.
Functions: Leave Node - Leaves the Node to travel to one of the adjacent
Nodes.
Transfer Data - If you're on a Matrix run where you have to
upload a file to this particular DS, Transfer
Data will perform that function. Similarly, if
you're on a run that requires you to retrieve a
certain file from this DS, Transfer Data will do
that as well. In all other situations, choosing
this option will begin a search for random data
files. The higher the decker's Computer
attribute, the more likely you'll find something.
If something is found, you'll be given the option
of keeping the file on your deck. Pay attention
to the file sizes, as you can only hold as many
datafiles as can fit into your deck's free
Storage. Regardless of the Storage limitations,
though, your deck can only hold a maximum of five
files at a time, period. Rarely (unless you've
studied this guide and know where and when to
find them), you'll download a file that has
information that will help you in your quest.
When this happens, the screen will tell you that
you've found "an interesting file that you
download to your notebook." After you jack out,
be sure to check out your notebook for the new
clue.
Erase - This command's only purpose is if you're on a Matrix run
to delete a file. Otherwise it's a waste of time, and one
more chance for the system to catch you and set off an
alert.
###IOP###
Input/Output Port
Occurrence: 16.3% (2.6 per system)
On Map: Triangle
In Matrix: Triangular pyramid with rounded bulges on each face
Notes: These things are pretty useless. It may be worth noting, however,
that IOPs (not SANs) are where you enter the system if you jack in
from inside the corp building. Each terminal inside the building
corresponds to a particular IOP, and generally speaking, terminals on
higher floors with tighter security will lead to IOPs that are closer
to the CPU.
Functions: Leave Node - Leaves the Node to travel to one of the adjacent
Nodes.
Lockout - As near as I can tell, this does nothing. It SOUNDS
like it does something, giving you the message and all,
but I've never noticed anything different after locking
out an IOP.
###SAN###
System Access Node
Occurrence: 6.3% (1.0 per system)
On Map: Rectangle
In Matrix: Rectangular computer chip with seven pins visible on the front
face (kind of resembles the chips you would see on a SIMM for
your PC)
Notes: This is the first Node you will come to if you enter a system from a
public terminal. SANs are generally very low security and will often
be unguarded, even on high-end systems. Like the CPU, each system has
one, and only one, SAN.
Functions: Enter System - Leaves the Node to travel to one of the adjacent
Nodes (same as Leave Node in other Nodes).
###SM###
Slave Module
Occurrence: 19.4% (3.1 per system)
On Map: Circle
In Matrix: Sphere with two sets of square notches around it
Notes: These can be a little bit of a help from inside corp buildings: each
corp system is guaranteed to have both a Maglocks SM and a Cameras
SM. Shutting off the former will disable all cameras, while shutting
off the latter will open all maglocked doors. Besides that, though,
SMs don't really have any other purpose. Note also that shutting off
an Alert Control SM has no effect on either Matrix alerts or corp
building alarms. Bummer.
Functions: Leave Node - Leaves the Node to travel to one of the adjacent
Nodes.
Turn Off Node - Takes the Node offline. As mentioned in the notes
above, this only has two uses, and is largely for
atmosphere, like the IOPs.
###SPU###
Sub-Processor Unit
Occurrence: 23.2% (3.7 per system)
On Map: Hexagon
In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18
sides)
Notes: These types of Nodes are basically only there for structure. SPUs
usually don't serve any purpose but to be just another Node with ice
that deckers have to get through in order to reach the juicy CPUs and
DSs. You'll spend a lot of time going from SPU to SPU in your
travels.
Functions: Leave Node - Leaves the Node to travel to one of the adjacent
Nodes."
This might give you an idea how to map out a matrix site.
Here is the website, they are talking about the shadowrun saga game. Great game
http://shadowrun.wikia.com/wiki/Shadowrun_%28Sega%29/The_Matrix (http://shadowrun.wikia.com/wiki/Shadowrun_%28Sega%29/The_Matrix)
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While 'only' training, the first mission is complete. All characters take 2 karma for fulfilling objectives and role-playing. Skill training can be done during this down-time, any skills used during the training exercise count as a day of training if you desire to work on them, the remaining time isn't technically a full day but can count as another day of training for the purposes of raising skills. Karma payment is made at the end of the training period.
***
Characters that wish can add in on the sensor sweeps, pilots for both general-purpose harrier and scout-type peregrine fighters will be deployed (no need to make maneuver checks) and make separate sensor checks. All 3 peregrines are being launched, but only one of the harriers will be manned and there are three spacer fighter pilots on duty so call your choice or jump in from the Matsukaze.
Sensors are operated by Logic + Electronic Warfare (sensor type specialization if applicable). Prelim readings indicate space dust.
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I'll try and get a post here by the end of the week just busy with school starting this week.
Odds are I'm going to take an unmaned scout when I do post.
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Ok I think you said there where alot of remote operated ships to use on this Star ship if I'm wrong I'll grab a Peregrine, and mod my post.
Idea: I think it would also help if on page one where the info for the fighters are at if you also listed the weapon load out for each one that would be a good aid too. Thanks.
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Search roll I believe you wanted visual searches so here is my roll unmodified.
Perception (Visual) 2(4) + INT 3 = 7 (not sure what the fighter I'm in is so not sure of the mod, or if control rig would give a +2 mod or not.
http://invisiblecastle.com/roller/view/4647604/ (http://invisiblecastle.com/roller/view/4647604/) 0 hits
( :o Dam it I swear I saw something wait that is my thumb stuck in my eyeball :()
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No problem, this just means I use path B instead of A. After an extensive sweep, there's nothing to find. No wrecked chunks of survey ship, just small bits that are not consistent with attacks by the Halpa or suspected raids by the Bentu but are consistent with the new mysterious disappearances.