Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Raven Runner on <11-28-15/1452:56>

Title: [OOC] Final Call
Post by: Raven Runner on <11-28-15/1452:56>
Hey folks, figured I'd start this thread up so we can move the game discussion off the LFG page.  I'm intending this to be an open game-related discussion for folks who are already in the game.  I should be sending folks a PM so they know who they are :)

I'm sure this will all get more organized over time, and I'm always open to suggestions!

- Raven
Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-28-15/1453:46>
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Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-28-15/1454:03>
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Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-28-15/1454:27>
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Title: Re: [OOC] Final Call
Post by: Ravensoracle on <11-28-15/1700:46>
Pace holder for character info.... Glad to be in the game.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-29-15/1655:30>
Been super busy the last few days, sorry...will try and post more here asap :)

Also, wondering about ways to make magic more unpredictable, so ever spell and every summoning is a nail biting experience at the least...wondering about a system with variable and unpredictable force...thoughts anyone?  Open to anything here...just trying to change the feel of it in game.
Title: Re: [OOC] Final Call
Post by: Beta on <11-29-15/2307:32>
One possibility is to make all drain physical, rather than stun.  Having a bad drain roll and needing to rest for an hour is another, coughing up blood until you can take a day's rest is another.  For extra paranoia about magic, make blood magic something all casters can use (for each wound done to your victim, reduce the drain by one, or something like that).  So every magician is a potential blood mage ... talk about fear and loathing!

Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-29-15/2334:38>
I have a few ideas...I want to be clear that this is just a starting point though,totally open to discussion!

Magic: I was wondering about a random effects roll for all spells and summoning.  The most frequent result being everything going as planned...but with the potential for the force of spells and spirits to be higher or lower then the caster/summoner intended.   On the down side it's another dice roll, and it adds even more rules to a rule heavy game...but on the plus side it would effect all spell casting and summoning evenly and be pretty basic to implement.  I'm imagining I would be responsible for rolling those dice the same way I might roll dice for spirits...but depending on what everyone thinks players could also roll those dice to keep things more efficient.

Hacking/rigging: I was thinking of addressing this mostly through fluff, having the culture generally be anti-hacking and having law enforcement crack down pretty hard on hackers.  Further more corporations would employ (and keep very close tabs on) any hacker types...giving them a good life (or any life) in trade for total obedience.  In addition some types of hacking could be harder as the corps put more emphasis on combating hackers.  Also, I was thinking a lot of tech might be built with back doors that enable governments and corps to snoop around, track, and if they deem necessary take control entirely.  While this wouldn't happen all the time it would be a constant possibility...and black market tech that's built without these back doors would be out there but hard to come by.

In other words, getting your hands on tech would be easy.  Getting your hands on safe corp-free tech would be much harder.

Thoughts?  I want this game to be awesome for everybody, and feedback helps me make it more awesome :)

Title: Re: [OOC] Final Call
Post by: Ravensoracle on <11-30-15/0001:37>
Magic: Mages roll their Magic Attribute in d6's. Each success, 5or 6, adds a point of Force to the spell. Each 1 or 2 on the roll counts as a failure to remove a a point of Force. In most cases things will balance out with only a point of force added or subtracted. At times Force will be through the roof as more success are rolled than failures.Or Force will be in the toilet as more failures are rolled.

Glitches mean the spell has an alternate effect, determined by the GM. Crit Glitches mean the spell has a alternate effect with maxxed out Force.


Yeah it add's another roll but it also adds the randomness your looking for.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-30-15/0622:20>
Cool, that could work.  It does mean more powerful mages can have a rougher time...not necessarily opposed to that just noting it.

What does everyone else think about this?
Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-30-15/1839:35>
Char Gen: okay, I'm not going to give you all specific rules here.  That said, characters should be under par.  Street Scum is a good start, if you use that system (B, C, D, E, E, or C, C, D, D, E) your character will be fine.  If you use the standard Char Gen rules that's probably okay, but I would want to see something interesting.  Things related to your characters past that will help create story and fill out your character.

Alternately, if you have a standard character with strong stats and you really want to play it then we can probably work something out with enemies and extra disadvantages.

Gear: characters should start with minimal gear and minimal money.  Also, everyone should be ready to have their shiny toys taken away.  I don't intend to create missions that will kill everyone...but there will be ups and downs and the downs will hurt...some times a lot.   Loosing contacts and expensive gear and money are good ways to have downs with out anyone dying. 

That said, dying will always be an option too, though I will never set up a situation where I'm wanting or intending for a character to die.  It will only happen due to the dice, poor character decisions, or potentially an accident on my part if some challenge is way to big or something...shit happens :(

Oooh, I'm so stoked for this game :)  Starting to work up plot threads and it's looking gritty and awesome!  Starting to get character ideas coming in too, fun reading those over and beginning to imagine how the team might shape up...surprises surprises :)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <11-30-15/2209:35>
More Char Gen notes: all characters should probably be new to Seattle, or from Seattle but new to the Shadows.  In part this avoids the complexity of me creating a fictional world that someones character is supposed to be really familiar with.  The players and characters will be getting to know the setting at the same time.

Also, I'm going to get pretty complex with contacts, so send me everything you have on them :).  No rush, but if you're hoping they will be a particular way I'll need to know that.  I'll be making a bit of a matrix on my end linking all sorts of contacts and stuff, so the people you know probably wont be isolated characters...and they will be interacting with other people and contacts and all that. 

During char gen everyone can have some say over who their contacts are of course, but once the game begins I need to be able to play them...I might ask for help (like, how does so and so usually contact you, or how would they act in this situation) but there will of course be some surprises too :).

Magic: any more thoughts or feedback on the magic system?  Especially on the increased randomness and the idea about adding/subtracting force?
Title: Re: [OOC] Final Call
Post by: Beta on <11-30-15/2311:16>
A few thoughts on your character creation thoughts -- and they are just thoughts, not deeply held convictions.

- I would suggest outlining the outcome of what you want, not just the method limitations.  i.e. suggest what dice pools you think are reasonable in key skills for example.  Even with low points available, people can hit fairly high dice pools in one or two key skills, at the cost of being very narrow in their abilities.  If we feel we need those 16 dice in a firearm skill or negotiate, characters will have them, but not have a lot else (relatively speaking)

- the sample characters in the rules were built with a rule of  (for most of them) either one skill at 6 or two skills at 5, and otherwise nothing above 4.  That is one way to enforce breadth over focus, while still allowing some specialization.

- Even street scum may be stubborn, cunning, quick, etc, and fiction is full of them that have many useful skills -- I guess it is a matter of taste, but to a large degree I expect characters to have a fair ability to direct the story, rather than being forced to go with the flow because they don't have the ability to do anything about it.  I think the street level campaign suggestion in the rules do that by cutting bonus karma down as well as starting resources, which naturally makes attributes, skills, and magic more valuable.  You are looking at ways to make magic less reliable, which would tend to push attributes and skills with that solution.  Personally, fairly capable and skillful street scum sounds pretty cool, but that may not match your vision.

- Shadowrun uses opposed tests for most things, and realistic opponents will have around 8 dice if they are remotely good at what they do, although it might be down to 6 if they are very amateur.  Where the roll isn't opposed, there are thresholds, and most things reasonably challenging have a threshold of 3, meaning that being reasonably likely to succeed at those requires a nine dice pool.  In other words, all around, things you hope to do, even in a pretty low level environment, should target at least nine dice.  So, for areas where characters are hoping to overcome even moderate opposition, they should probably be looking at 9-10 dice, so whatever the solution is, it should probably support that in a few areas per character.

I hope that was more useful than simply rambling, in terms of discussion.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/0747:11>
Thank you Beta!

Yup, I'm thinking dice pools for characters better skills should be in the 10-14 range, give or take.

One at 6 or two at 5 sounds good, I remember that being a rule, is it still a rule or was that just 4e?

" Personally, fairly capable and skillful street scum sounds pretty cool, but that may not match your vision."  Sounds good to me, part of what I'm running up against is that I haven't made a whole lot of 5e characters, and have only played one or two, so I don't have a very good feel for how Street Scum will actually feel in game.

I've had a few folks suggest really interesting characters with solid stories that don't really work with a Street Scum build...and I'm open to that case by case, but how about we plan on Street Scum being the line we are shooting for?

And yes, the characters will be directing the story.  I hate railroading, so every mission will be a bunch of ingredients and the characters will determine what happens with those ingredients...so to speak.  Also, I'm intentionally leaving gaps in the story ark and characters will have plenty of opportunities to pursue their own goals...they shouldn't be bored waiting around for someone to call unless they are very uncreative.  Also, if the characters jump the tracks I always run with it :)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/0800:44>
Or everyone could just re-write characters from the bottom up with Street Scum rules, if we want to keep things more in line.  What do people prefer?
Title: Re: [OOC] Final Call
Post by: Beta on <12-01-15/1105:22>
From what I’ve read from people running with street scum, is that it really discourages Street Samurai and decker builds, because both of those are generally dependent on high amounts of nuyen.  You just can’t get a useful deck (maybe any deck?) with street scum builds, and attempts at a Sam are very limited because they can’t afford some of the signature Sam ‘ware (like blazing fast wired reflexes or high end cyberlimbs) but also because of the lower limit on gear availability also blocking off some cheaper but hard to get gear.  Basically under RAW street scum rules deckers are pretty much impossible but technomancers are fine, a watered down Sam is possible but adepts are more powerful.  The natural result tends to be a mix of magicians, adepts, and technomancers. 

I think using the street scum rules would be fun (constraints breed creativity!), but be aware of the impact that they impose on the likely mix of characters. Granted -- this is all just from what I’ve read here on the forums, and sometimes forums exaggerate things because people report the ‘odd’ parts and not the ‘normal’ parts. 

One thing to note about the street scum build, which I think plays in well with what you are looking at, is a change in the available gear (beyond affordability).  Standard 5e build has max rating 6, max availability 12, while 5e Street Scum rule has max rating 4, max availability 10.  This doesn’t have a huge impact, but it does block off APDS ammo and a few weapons, limits fake IDs and licenses to rating three (due to availability of 3x rating), puts a couple of commlinks out of reach, prevents the building of really loaded up vision and audio devices, and blocks off some cyberware (or grades of cyberware) that would probably not be affordable anyway.  Dropping maximum availability to something like 6 would start to have more impact – weapons are available in every category, but a much more limited selection, it would limit fake ID and licenses to rating 2 which won’t get you into anywhere at all secure, it knocks off a lot more ‘ware, etc.  I think that could be one way to get that ‘you are street scum, without fancy toys’ feel.  (although what you or anyone else thinks of that heavy limit on available gear, I don’t know)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/1319:40>
Re street scum: I'm working off page 350 in the 5e core rule book (second printing I think).  All it says there is that you chose from the B, C, D, E, E columns during char gen, it doesn't say anything about gear.  I'm in no way opposed to what you mentioned Beta, I'm just not sure what you're referring too.

I'm fine with Street Scum, but I would want everyone to be excited about it, I don't want to force it on anyone if they don't think it would be fun.

Also, for clarity, I'm not planning on sending the characters up against grossly overpowered challenges, the usual fluff for street scum is that everyone is down and out street bums (more or less) and I'm thinking everyone will be vulnerable and low power...but that doesn't mean they need to be street bums.  I'm imagining the team will be going on runs pretty much the way a normal SR game goes...but instead of troll adepts and machine gun turrets they will be dealing with low level security guards and goons with assault rifles.  So, with the street scum rules, we would be going for characters that are new to shadow running...but not necessarily living on the streets.

In other words, the game will be gritty and low powered...for the characters and the setting in general.  It will not be street people brawling it out in the shadow of a glittering world that's beyond them though.  Does this make sense?

Keep the thoughts coming Beta, and everyone else please share your thoughts too.  This game is for all of us, and we need everyone's help to make it awesome :)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/1331:34>
Imagine a normal run, your team is in position...you've got someone running surveillance and watching the perimeter...your monkey is on the roof ready to break through the skylight...your ork with the assault rifle is next to the door carefully staying out of range of the security cam...and your mage is getting ready to summon a spirit...classic SR in my experience.

Now, it's all the same in Final Call...except that the ork had to borrow the assault rifle from a contact and was happy to get one with a laser sight...the monkey had to climb up with a stepladder three roofs over and then spent 20 minutes getting into position...the mage is summoning a force 2 spirit and hoping it goes okay...and the person on surveillance is just some guy the characters met, they don't know what he does, but a contact said it was worth having him along.

Make sense?
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-01-15/1442:03>
Totally makes sense to me when you describe it that way. The whole team is kind of desperate in the sense that they maybe worried that the people to the left or right might get them killed but they don't have a choice really, they need the work and it's this or nothing.  :)
Title: Re: [OOC] Final Call
Post by: Beta on <12-01-15/1450:21>
Re street scum: I'm working off page 350 in the 5e core rule book (second printing I think).  All it says there is that you chose from the B, C, D, E, E columns during char gen, it doesn't say anything about gear.  I'm in no way opposed to what you mentioned Beta, I'm just not sure what you're referring too.



Ah, I was looking at the wrong level of "Street".  I was looking at what I think was called street level campaign in the character creation section.  I hadn't realized that they offered a second take on a low level campaign elsewhere in the book.  I'm sure the organization of the 5th edition rules makes sense to whoever planned it out, and hopefully to many other people, but I can't say that it works out well for my brain--apologies if I get confused by the books on a regular basis.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/1737:07>
Lol, I'm not sure it ever made sense to anyone...seriously!  And they often reference rules that aren't mentioned until further into the book but then don't give page references...not to mention the way they mix the crunch and fluff...like the Street Scum rules which at first glance look like story advice and turn out to have alternate character gen rules (tucked away safely in the GM section I believe...because obviously that's where you look when you make a character, lol).

Okay, rant over...fortunately the rules and setting are so good I'll put up with a lot :)

Char Gen:  okay, I know I've gotten some cool ideas from folks (through PM) that probably wouldn't work with Street Scum, that said...if everyone is game for Street Scum then we might as well go for it.

I think at this point, I just need to here from folks on this thread (or though PM) so I know where everyone's at.

Let's keep this conversation going and see if we can nail down char gen by the end of the week.  If people don't have characters done by then fine, but let's try and get the rules/guidelines/character concepts figured out.  Then hopefully next week we can finalize characters.

Posting: how about a goal of posting every-other day at minimum, ideally every day, and I will try for twice a day.  Once the game starts, if someone doesn't post for two days I will rp their character in a minimal capacity until they return.  Also, if someone goes a week without posting or giving me any kind of advanced warning that they will be away...then I might try and find someone to replace them at least until they return.

Just a thought, better/other ideas?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-01-15/1822:16>
Looks like I better Remake my character. Goodbye 48/10 skills... I'll miss you. Thank god for B being available. Without it my character would make ABSOLUTELY NO SENSE.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-01-15/2022:36>
Street Scum rules work for me. (It's basically sum to 6 for those using chummer by the way with no option A taken). Basically any creation system is ok with me providing the challenge is balanced with what we as characters are capable of. I personally wouldn't want to see too many PC's being overpowered as this tends to cause a massive headache in terms of creating challenging runs for everyone.

I can't really help you on the magic front. I don't tend to play those types of character so am a bit hazy on the rules of that side anyway.

I also quite like the concept of either 1 skill at 6 or 2 skills at 5 (no skill group at 5 then :D) with everything else below that as I think that would fit the level you're trying to achieve.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-01-15/2032:10>
Street Scum rules work for me. (It's basically sum to 6 for those using chummer by the way with no option A taken). Basically any creation system is ok with me providing the challenge is balanced with what we as characters are capable of. I personally wouldn't want to see too many PC's being overpowered as this tends to cause a massive headache in terms of creating challenging runs for everyone.

I can't really help you on the magic front. I don't tend to play those types of character so am a bit hazy on the rules of that side anyway.

I also quite like the concept of either 1 skill at 6 or 2 skills at 5 (no skill group at 5 then :D) with everything else below that as I think that would fit the level you're trying to achieve.

I think that skills would most likely be more a sum of experience in a field prior to the events of the campaign which the players could make at their own discretion. An ex soldier down on his luck and money might have multiple sixes in various combat skills but nothing else or very little otherwise. While a hobo might have little skills but natural talent in a weapon skill or something like that.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/2109:17>
Hmm, what I like about the skill cap (one at 6 or two at 5) is that it forces characters to be more diverse, and so far I've found that more diverse characters fit into groups better and are also more interesting as far as the story goes.

Those ex-soldier types are classic, I've seen and played plenty of them, but from a story telling perspective they aren't as interesting as soldiers who have a wide range of skills (in my opinion).

Also, I remember those skill caps being in the rules any way, was that just SR4?  Maybe I'm making this up...
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-01-15/2113:51>
Looks like Vexboy 2.0 is gonna have some gymnastics 5 and sneaking 5. Pistols 6.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-01-15/2119:13>
I'm perfectly fine with going with the Street Scum rules. I'll work on redoing my character to fit within the rules if we decide to do so.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-01-15/2127:09>
I'm perfectly fine with going with the Street Scum rules. I'll work on redoing my character to fit within the rules if we decide to do so.

Step ahead of you omae.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/2128:36>
Looks like Vexboy 2.0 is gonna have some gymnastics 5 and sneaking 5. Pistols 6.

What we are talking about, if we go through with it, is actually one skill at 6 or two skills at 5.  Not both :)

I'm looking for dice pools of 10-14 on characters top skills, and there should probably only be one or two or maybe three top skills...at least in general. 

This is a bit more gritty then usual, but the challenges will be scaled to match, so the characters will still be quite capable.
Title: Re: [OOC] Final Call
Post by: Beta on <12-01-15/2136:17>
Have you decided if there are any gear restrictions, or are we using the standard up to ratingsix/availability 12?

And I can't believe I'm considering skills "E".  Could be D, but I'm thinking at that point that a bit more edge actually might be more useful. *shakes head* it is a different world,for sure!

Edit to add:
- the character concept I'd mentioned in PM earlier could work out for this, but I admit that for him I'm not exactly begging for a restrictive limit ... but I'll deal with whatever.
- are there restrictions on which books we can draw on?  i.e. can we pull stuff from Data Trails, Chrome Flesh, etc?
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/2204:10>
I don't think we need additional gear restrictions at this point...but if folks think it would be good then it's certainly fine with me.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/2207:27>
If we can broadly stick to the core book plus Run Faster and Run and Gun that would be good...but if there are some things you want to pull from another book by all means go for it!  Maybe just make a note of it on your sheet so I know where it came from or something:)

Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-01-15/2347:16>
Hacking: Just reminding everyone that hacking will be less important in this game.  You're welcome to playing hacking types, or have hacking as a secondary skill, but you will also be able to get by with out a hacker if need be and if you have those skills just be aware that you might not be using them a whole ton.

In the fluff, the corps are very concerned about non-corp hackers...and while corp hackers live fairly well non-corp ones have to hide their skills and avoid detection.  I have to read up on hacking again before I go to far with these adjustments...but this is what I'm thinking so far.

Feel free to send me a PM if you have any questions related to your character and hacking.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-02-15/1046:22>
Question: if the team that's shaping up is missing some skill sets do you all want to know?

It won't matter too much in terms of how the game goes, I'm just curious if it's more fun to play as part of a team chosen for it's diversity...or as a group of runners thrown together and come what may?

The characters I'm getting look great, and the desperate side of covering some weaknesses could be fun...just thought I'd check in and see what you all think though :)
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-02-15/1100:17>
Given what you've suggested as background, all new to Seattle and/or the shadows, that we would most likely be a group thrown together and it's up to us to identify what skill sets we're missing IC and find ways around it. It would also open up the possibility for characters to claim they have knowledge they don't really have without it necessarily being caught by the other characters.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-02-15/1118:06>
Haha, yup...this is going to be so good :)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/1134:23>
The best part is that none of us know what the other players characters are. So we can't edit our characters to compensate. We could have 5 mages for all we know.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-02-15/1809:29>
Just thought of something. With us all being street scum, which means transport will probably be an issue. Will we all be in the same neighborhood?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/1840:36>
Vexboy doesn't have a car or even a Dodge Scoot. He doesn't live in the neighborhood but will do runs there so I guess he might get a place there with his money for overnight runs at somepoint... (he might need to get a ride with one of his contacts which I'm sure will be embarrassing.)
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-02-15/1848:20>
It will be like Thailand, we can get some planks and attach them to the dodge scoot and all cram on the one. 😏
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/1904:34>
Out of sheer curiosity who has made their character yet? I made mine.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-02-15/1917:11>
Made my character twice since we switched to Street Scum rules.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-02-15/1933:02>
Mine's done as well. Background material has also been completed. I just need to flesh out my contacts now to give them personalities and some background
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/1946:24>
Mine's done as well. Background material has also been completed. I just need to flesh out my contacts now to give them personalities and some background

I'm curious how a gm does contacts. We are basically giving him characters to play. Also I love that quote. And the book as well.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-02-15/1954:49>
Up to each individual GM. The more info you give him or her the more the contact is your own but it's really one of the GM's many characters. It's no different to doing it sat at a table really.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/2023:02>
Ok I'm excited... any veteran shadowrun players got any advice?
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-02-15/2201:08>
Just thought of something. With us all being street scum, which means transport will probably be an issue. Will we all be in the same neighborhood?

Transport wont be a major issue.  You will not all be in the same neighborhood nor will you always be working in the same neighborhood...that said, Seattle will have decent public transit for anyone without a vehicle, and if you ever need a vehicle or any other specific gear then Mr Johnson or a contact or someone will be able to hook you up...though possibly at a price of course.  You will never be totally high and dry and miss out on a run because you didn't buy a such and such.

Also, while we are using the street scum rules, I'm not assuming you will actually be living on the street.  The runs will not be street scum type runs either...they will be the same sort of runs I'd use on a standard group just scaled down to match your characters (in general).

Also this...
It will be like Thailand, we can get some planks and attach them to the dodge scoot and all cram on the one. 😏
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-02-15/2217:25>
Good to know. So how many characters are we gonna have max? Edit: I ask because I wonder if the challenge is gonna be scaled for multiple runners.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-02-15/2258:04>
Yes, challenges are scaled to account for the number of runners.

Right now we have five for sure.  Basically everyone who's on this thread...

Beta
Blueclaws
Raiderjoseph
Ravensoracle
Stoneglobe

Might be others too...will keep ya posted.

Also, for anyone new to SR...at least in my experience combat challenges are very different then in other games.  How you play makes a world of difference...there are no set rules for challenge levels...a goon hiding in some bushes a thousands yards away could take out a whole team with a sniper rifle...where as a jacked up street sam in an narrow alley could be taken out by a bag of grenades...poor examples off the top of my head.  But basically yeah, it's all how you go about it, and the challenges will be very dynamic.  Also, you get Karma for story goals, not shooting X number of "bad guys".  So if you can avoid combat you will save a lot of pain and resources in game.
Title: Re: [OOC] Final Call
Post by: Beta on <12-03-15/0820:25>
I am working on my character still.... trying to figure out where I most don't want to be exposed, because with the street scum build for sure there is not enough material to cover everything.   I feel like a troll given a 'one-size-fits-all' hospital gown :p   I'm cycling through "what, I only have four dice for sneaking?  NO WAY is that enough.  OK, I could instead, ummm, have no etiquette skill, wait, that's no good either.  Well, I could take points out of what he's best at, no, no, then not enough dice to actually do what he's supposed to be somewhat competent at.   Could I cover it with gear somewhat?  What if I dropped his fake ID to rating 2 and bought a stealth suit,  but no, that is too low there ...."

Hopefully Raven Runner is cackling maniacally at this point :D

Oh, and about a vehicle, I was totally planning to have one of those ... until I pulled those resources to cover another gap.  Contact who is a taxi driver maybe?  Until I decide there is another need that could be partially covered by a different contact ....
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/0933:47>
I am working on my character still.... trying to figure out where I most don't want to be exposed, because with the street scum build for sure there is not enough material to cover everything.   I feel like a troll given a 'one-size-fits-all' hospital gown :p   I'm cycling through "what, I only have four dice for sneaking?  NO WAY is that enough.  OK, I could instead, ummm, have no etiquette skill, wait, that's no good either.  Well, I could take points out of what he's best at, no, no, then not enough dice to actually do what he's supposed to be somewhat competent at.   Could I cover it with gear somewhat?  What if I dropped his fake ID to rating 2 and bought a stealth suit,  but no, that is too low there ...."

Hopefully Raven Runner is cackling maniacally at this point :D

Oh, and about a vehicle, I was totally planning to have one of those ... until I pulled those resources to cover another gap.  Contact who is a taxi driver maybe?  Until I decide there is another need that could be partially covered by a different contact ....


Well what concept is your character going for? (Don't answer. Its rhetorical.) If I may suggest, simply give him 6 in the most important skill or two 5s in the most important skills and have everything else be support for those skills. You can just add some qualities to support the important skills. That's what I did and I covered my bases quite nicely while still keeping myself lacking enough to warrant support.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1031:04>
Hopefully Raven Runner is cackling maniacally at this point :D

That about sums it up...

Also, AJCarrington is planning on joining the game.  Has been to busy to post much but will probably be on here soonish.

Contacts: yup, give me everything you got...I will do my best to play them the way you write them...and at the same time, once the game starts, they will be my characters.  As a game mechanic I'll do my best to represent their connection and loyalty, but when the inevitable happens and they do something that's not in line with what you imagined...then we'll just have to roll with it.  Do to my lack of mind reading that's just how it is :) 
Title: Re: [OOC] Final Call
Post by: Beta on <12-03-15/1036:28>
It isn't the core that is the problem, it is the 'everything else.'  Ideally every runner can have a reasonable chance of doing things like:
- sneaking past a dozy guard with headphones on,
- climb a fence
- run away at a more than a moderate jogging speed
- deal with important people without outright insulting them or making them think you are a complete idiot
- do legwork of some sort, in some way
- contribute in a fight
- notice the orc standing behind the curtain, find the car keys stuck above the sun shade, or find the commlink under the sofa

With this build, I'm finding it hard to cover all the usual bases ... so it becomes a question of having really weak dice pools in most of them, or being half decent at a couple and leaving most of them in the  'just not going to happen unless we have a troll who can lift me over that fence' category.  And knowing next to nothing about the game or the other players, have no real basis for deciding which are the ones that most need coverage ...

For someone who likes to analyze and coordinate and plan for contingencies, it makes it hard to decide! 

(do note, this is just me kvetching, not a serious complaint).
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-03-15/1059:54>
I see from Beta's posts me and him have been having the same type of problems lol.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1159:57>
Should we reveal our characters then? It makes a certain amount of sense even if it ruins the surprise but wouldn't a fixer looking for runners hire a diverse group anyway or at least make the attempt.
Title: Re: [OOC] Final Call
Post by: Beta on <12-03-15/1223:02>
Should we reveal our characters then? It makes a certain amount of sense even if it ruins the surprise but wouldn't a fixer looking for runners hire a diverse group anyway or at least make the attempt.

But I think doing that would result in at least 33% less cackling on the part of our GM ;-)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1228:42>
Should we reveal our characters then? It makes a certain amount of sense even if it ruins the surprise but wouldn't a fixer looking for runners hire a diverse group anyway or at least make the attempt.

But I think doing that would result in at least 33% less cackling on the part of our GM ;-)

Yes. Yes it would.

*EvilLaugh.jpg*

(In all seriousness I leave that decision up to Raven Runner. I personally prefer the secrecy but if it helps make the characters I wouldn't mind.)
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1301:14>
One thing to bear in mind is that there is not an unlimited pool of deniable assets just sat by their phones waiting for a call. A Johnson and/or fixer will often take what's available They may want a team of 5 to 6 runners who can cover the 3 M's (Magic, Muscle, Matrix) with a dash of rigging and social manipulation thrown in for good measure but if the run's time sensitive they'll take any team that portrays itself as at least semi competent and expect them to cover the slack out of their own pockets. Some Johnson's will even provide the missing support but be careful accepting that as it usually comes with big pay cuts or other hidden costs.

Hey, welcome to life in the shadows omae. Sometimes it sucks to be you, or me for that matter  ;D
Title: Re: [OOC] Final Call
Post by: Beta on <12-03-15/1320:05>
Lots of in-game reasons why you might end up with a team straight from the island of misfit toys.  Most (IMO) boil down to “who they can get” (because networks are not infinite), “who they think they need” (because Johnsons and fixers can be all sorts of fallible, stubborn, misinformed, etc), and “assessing people’s true strengths and weaknesses is hard even when they have nothing to hide; now just try it with runners.”
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1331:41>
One thing to bear in mind is that there is not an unlimited pool of deniable assets just sat by their phones waiting for a call. A Johnson and/or fixer will often take what's available They may want a team of 5 to 6 runners who can cover the 3 M's (Magic, Muscle, Matrix) with a dash of rigging and social manipulation thrown in for good measure but if the run's time sensitive they'll take any team that portrays itself as at least semi competent and expect them to cover the slack out of their own pockets. Some Johnson's will even provide the missing support but be careful accepting that as it usually comes with big pay cuts or other hidden costs.

Hey, welcome to life in the shadows omae. Sometimes it sucks to be you, or me for that matter  ;D

Wow. Shadowrun is more immersive then I thought. At this point it seems like the line between forum rper and actual vet shadowrunner is blurred more then enough on this forum(and not just in this thread.)to raise suspicion.

Lots of in-game reasons why you might end up with a team straight from the island of misfit toys.  Most (IMO) boil down to “who they can get” (because networks are not infinite), “who they think they need” (because Johnsons and fixers can be all sorts of fallible, stubborn, misinformed, etc), and “assessing people’s true strengths and weaknesses is hard even when they have nothing to hide; now just try it with runners.”

Dibs on being the water gun that squirts jelly.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1350:34>

Wow. Shadowrun is more immersive then I thought. At this point it seems like the line between forum rper and actual vet shadowrunner is blurred more then enough on this forum(and not just in this thread.)to raise suspicion.


"What I do have are a particular set of skills. Skills I have aquired over a very long career. Skills that make me a nightmare for people like you."

Or alternatively,

"I have fair too much time on my hands and have watched so many action films, read so many books and watched so many martial arts you tube videos that I am now a grandmaster at everything and could easily be a real shadowrunner." 

;D ;D

Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1359:25>

Wow. Shadowrun is more immersive then I thought. At this point it seems like the line between forum rper and actual vet shadowrunner is blurred more then enough on this forum(and not just in this thread.)to raise suspicion.


"What I do have are a particular set of skills. Skills I have aquired over a very long career. Skills that make me a nightmare for people like you."

Or alternatively,

"I have fair too much time on my hands and have watched so many action films, read so many books and watched so many martial arts you tube videos that I am now a grandmaster at everything and could easily be a real shadowrunner." 

;D ;D

I'm going to go over there and try not to piss you off. Especially since you probably have my IP address, bank account, and list of relatives on the matrix as we speak. Or a gun to my head. Or a spirit stalking me. Or some combination of the 3.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1529:07>
Haha, yes this is awesome :)

Also, just to toss the idea out there, sometimes teams aren't even chosen because of who they are...some times there in the right place at the right (or wrong) time...some times there's some random thing they all have in common...you never know.  Maybe you are all going to be in the same plane crash (actually you're not...but it would be epic wouldn't it).

For the purpose of this story, I'm actually designing it with your characters not knowing each other as part of the design...so if you then happened to be a well balanced team of runners it would be a bit weird really...like a random bus full of people who just so happen to be an effective football team even though they've never met each other before.

All that said...once you're in the game...character (and possibly players) will come and go on occasion and if you want to work towards a more intentionally designed team that's totally an option.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1532:25>
Oh, and for the record...the primary reasons for for the secretive char gen is story design.  My own twisted sense of humor is very much a secondary reason :)

Seriously though.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1559:12>
If it's an option then I leave it up to the other players. Also will the jobs slowly build in scale and scope as our characters build their reps or are we gonna remain in a certain neighborhood?
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-03-15/1609:13>
But a sick twisted sense of humor is designing the story. LOL
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1614:55>
You will be starting in Seattle, but the runs will be all over the city.  Definitely not just one neighborhood.  Eventually there will probably be some runs farther a field, we'll have to wait and see on that though.

As far as scope and scale...we'll be starting on the small end, just to give everyone a chance to get on the same page, but then the scope and scale will be building pretty quick.  By scope and scale I'm thinking complexity though, not geographically.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1615:29>
But a sick twisted sense of humor is designing the story. LOL

:)
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-03-15/1617:40>
Pretty excited about getting started. I think the unknowns on the team and trying to work around that make things really interesting.  ;D
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1626:25>
Pretty excited about getting started. I think the unknowns on the team and trying to work around that make things really interesting.  ;D

Agreed chummer. Wholeheartedly. It makes the stakes higher and the little differences more defined. And it gives a great plot hook for players seeking to enter the game. Fixer could set us up with a mage or rigger. PC likes us and stays for more runs. Stuff like that. Or maybe not. Who knows the scale and scope of Raven Runner's sanity? For all we know our Mr Johnson could end up being Bill Cipher...
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-03-15/1653:17>
Stoneglobe, Beta, and Ravensoracle: I'm need fluff info on your contacts.  Either you haven't sent it or I'm just not seeing it.  A few sentences to a few paragraphs is fine.  It needs to be a blurb I can reference easily, so while longer fiction or references to contacts in char backstories are totally awesome and encouraged I also need that info in a small condensed for...does that make sense?

Also, characters with higher loyalty should maybe get a bit more fluff since your character presumably has a strong connection to them.  Contacts with low loyalty aren't such a big deal.

@Everyone: I now have all five pages this thread, a ton of PMs, and seven google docs going...trying to keep stuff straight but I will probably forget or misplace something sooner or later. Please bare with me :).  If you think I'm missing something just send me a reminder.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1717:51>
AJCARRINGTON IS A MOD!?

Wow... this is the first rp site I've been where mods rp. Sad.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1801:44>

Wow. Shadowrun is more immersive then I thought. At this point it seems like the line between forum rper and actual vet shadowrunner is blurred more then enough on this forum(and not just in this thread.)to raise suspicion.


"What I do have are a particular set of skills. Skills I have aquired over a very long career. Skills that make me a nightmare for people like you."

Or alternatively,

"I have fair too much time on my hands and have watched so many action films, read so many books and watched so many martial arts you tube videos that I am now a grandmaster at everything and could easily be a real shadowrunner." 

;D ;D

I'm going to go over there and try not to piss you off. Especially since you probably have my IP address, bank account, and list of relatives on the matrix as we speak. Or a gun to my head. Or a spirit stalking me. Or some combination of the 3.

There's a good little Raiderjoseph  ;D

It should be an interesting game. The main thing to remember is that generally a pbp game is really quite different from the traditional tabletop game. It's much more like a collabarative novel, though one with some randomness due to skill checks etc, and you can really role play more in some ways as you have time to consider what your character does and even re-write it several times before posting if you want.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-03-15/1805:32>

Wow. Shadowrun is more immersive then I thought. At this point it seems like the line between forum rper and actual vet shadowrunner is blurred more then enough on this forum(and not just in this thread.)to raise suspicion.


"What I do have are a particular set of skills. Skills I have aquired over a very long career. Skills that make me a nightmare for people like you."

Or alternatively,

"I have fair too much time on my hands and have watched so many action films, read so many books and watched so many martial arts you tube videos that I am now a grandmaster at everything and could easily be a real shadowrunner." 

;D ;D

I'm going to go over there and try not to piss you off. Especially since you probably have my IP address, bank account, and list of relatives on the matrix as we speak. Or a gun to my head. Or a spirit stalking me. Or some combination of the 3.

There's a good little Raiderjoseph  ;D

It should be an interesting game. The main thing to remember is that generally a pbp game is really quite different from the traditional tabletop game. It's much more like a collabarative novel, though one with some randomness due to skill checks etc, and you can really role play more in some ways as you have time to consider what your character does and even re-write it several times before posting if you want.

Yes. But now I'm curious how long it usually takes to set a tabletop roleplay up. I can wait for a while but I'd feel better I'd I had something similar to a timeframe. Like a few months? I can wait as long as I need to but uncertainly hurts my soul.
Title: Re: [OOC] Final Call
Post by: Beta on <12-03-15/1817:25>

It should be an interesting game. The main thing to remember is that generally a pbp game is really quite different from the traditional tabletop game. It's much more like a collabarative novel, though one with some randomness due to skill checks etc, and you can really role play more in some ways as you have time to consider what your character does and even re-write it several times before posting if you want.

Just don't overdo it with the re-writes.  In the other PbP game I'm in I re-wrote my characters reaction to the Johnson's offer three times, trying to get more of her attitude into it, and ended up with scenery chewing over-acting and severely pissing off the Johnson .... 
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1818:10>
Quote

Yes. But now I'm curious how long it usually takes to set a tabletop roleplay up. I can wait for a while but I'd feel better I'd I had something similar to a timeframe. Like a few months? I can wait as long as I need to but uncertainly hurts my soul.

Quick question, did you mean set up a pbp game up? Either wat the answer is as long as the GM needs in order to be ready to initiate the first run. Not very helpful I will admit but it is the most truthful answer.

If I'm just running a game I can usually get something ready in less than a day for a traditional tabletop but if I'm building a world that takes longer. I'm trying to put a pbp together myself and finding that it takes longer to do than by far. You have to have everything accessible via the web in one way or another and due to the nature of the game you generally need far more background fluff on both the characters, their contacts and all the NPCs you plan on using as you have to use the written word to make them come alive. In reality this is far more difficult, complex and involved than sitting down round a table with a few friends for a couple of hours a week.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1822:18>

It should be an interesting game. The main thing to remember is that generally a pbp game is really quite different from the traditional tabletop game. It's much more like a collabarative novel, though one with some randomness due to skill checks etc, and you can really role play more in some ways as you have time to consider what your character does and even re-write it several times before posting if you want.

Just don't overdo it with the re-writes.  In the other PbP game I'm in I re-wrote my characters reaction to the Johnson's offer three times, trying to get more of her attitude into it, and ended up with scenery chewing over-acting and severely pissing off the Johnson ....

That's always a risk with this but on the other hand I've loved some of your 'Fourty' posts and that one in particular stood out wonderfully. I can definitely feel her character come through in them.  You also have to be careful that you don't upset other players with what you're posting, especially if it has the potential to cause friction within the party.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-03-15/1849:03>
Stoneglobe, Beta, and Ravensoracle: I'm need fluff info on your contacts.  Either you haven't sent it or I'm just not seeing it.  A few sentences to a few paragraphs is fine.  It needs to be a blurb I can reference easily, so while longer fiction or references to contacts in char backstories are totally awesome and encouraged I also need that info in a small condensed for...does that make sense?

Also, characters with higher loyalty should maybe get a bit more fluff since your character presumably has a strong connection to them.  Contacts with low loyalty aren't such a big deal.

@Everyone: I now have all five pages this thread, a ton of PMs, and seven google docs going...trying to keep stuff straight but I will probably forget or misplace something sooner or later. Please bare with me :).  If you think I'm missing something just send me a reminder.

Have pm'd you both the character fluff and some contact fluff now. Let me know of you haven't received them.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-04-15/1452:12>
Quick update:  I'm slowing bringing together the story here, working with everyone's character and contacts and trying to get the setting together.  I've also been reading up on 5e, the Matrix is different then I remember from 4e and I'm sure other things have changed as well, just trying to get up to speed on it all.

I'm going to be pretty busy during the first half of this coming week, hoping to get a bunch more work done on this later that week though.  I know some folks still have various bits of characters and contacts and such that they are working on as well.

Basically, things are moving along and coming together and looking great, and expect more from me about a week from now once some of the setting and story stuff is coming together.

As always, feel free to PM me with any questions or whatever.  I'll do my best to get on here a few times a day and keep tabs on everything :)

Cheers Chummers!
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-04-15/1607:39>
Good to hear o mighty gm! I'm looking forward to rping my character. I do have one question. Are mentor spirits controlled by the gm or player? I saw a few rps here where the player voiced the character.
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-04-15/1626:30>
I would imagine if it was just internal dialogue/ character development type stuff you would be fine to do it yourself. If the spirit was supposed to give you some information In regards to plot development etc. then probably GM.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-04-15/1641:50>
I would imagine if it was just internal dialogue/ character development type stuff you would be fine to do it yourself. If the spirit was supposed to give you some information In regards to plot development etc. then probably GM.

That's what I thought too but I figured better safe then sorry.
Title: Re: [OOC] Final Call
Post by: Beta on <12-05-15/2037:34>
After much finagling I've managed to hammer in all the essentials, for some very loose definition of essentials.  Now I have 2 karma and about 800 nuyen left to support a one point skill and associated gear -- one of those 'pre-edge and hope exploding sixes favour you' sorts of things.  There are probably a bunch of options, but I thought I'd throw this one detail to the group.  So far I've looked at:

- 1 point in lockpicking, combined with an auto-picker rating 3. 
- a monofilament chainsaw, and heck why not -- a 1 point exotic melee skill in wielding it.  This is mostly a less subtle option to lockpicking, just cut through the lock, door, or wall with it. (I really could put the 2 karma into something else, but ... *laughs maniacally and makes chainsaw revving noises*
- electronic warfare 1 and a jammer rating 4
- automechanic 1 and the appropriate kit, for maintenance and maybe even knowing how to crudely sabotage a car
- disguise 1 and the disguise kit to use it.  Not good enough to look much like anyone, but maybe enough to not look like himself?

Any other thoughts?  Suggestions?  But no maximum effectiveness suggestions (no, he doesn't have non-conductivity on his armor, I could use this money to buy it), I'm looking for that something a bit different ....  so, thoughts, suggestions?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-05-15/2118:06>
After much finagling I've managed to hammer in all the essentials, for some very loose definition of essentials.  Now I have 2 karma and about 800 nuyen left to support a one point skill and associated gear -- one of those 'pre-edge and hope exploding sixes favour you' sorts of things.  There are probably a bunch of options, but I thought I'd throw this one detail to the group.  So far I've looked at:

- 1 point in lockpicking, combined with an auto-picker rating 3. 
- a monofilament chainsaw, and heck why not -- a 1 point exotic melee skill in wielding it.  This is mostly a less subtle option to lockpicking, just cut through the lock, door, or wall with it. (I really could put the 2 karma into something else, but ... *laughs maniacally and makes chainsaw revving noises*
- electronic warfare 1 and a jammer rating 4
- automechanic 1 and the appropriate kit, for maintenance and maybe even knowing how to crudely sabotage a car
- disguise 1 and the disguise kit to use it.  Not good enough to look much like anyone, but maybe enough to not look like himself?

Any other thoughts?  Suggestions?  But no maximum effectiveness suggestions (no, he doesn't have non-conductivity on his armor, I could use this money to buy it), I'm looking for that something a bit different ....  so, thoughts, suggestions?

Now I'm curious how you explain those minor talents in character. My character has like 2 rating 2 skills and everything else is 4 and 3. He is ignorant in a lot of things but not uneducated. But I can explain his stuff in character. I'd add a point in unarmed combat and get some knucks. Street knowledge of combat. Minor boxing and a kick sort of thing. That would make sense since your going for minor knowledge over time sort of thing.
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-05-15/2129:55>
I mean a monofilament chainsaw isn't exactly stealthy  ::) but I suppose it is effective. If you are looking to do thinks quietly the lock pick and auto picker would be good. Although a chainsaw probably has more ulility....
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-05-15/2134:21>
A 1/1 contact?  Just a thought...maybe you can use the 800 to sucker them into being canon fodder?

I suppose coming from the GM this might not be reassuring :)

In other news, plots really coming together.  If you haven't already, maybe put some thought in to your characters goals and agendas.  You'll have some chances to start working on those pretty early on...you won't have to, there will be plenty of options, but if you might have some good opportunities...just saying.

Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-05-15/2219:07>
A 1/1 contact?  Just a thought...maybe you can use the 800 to sucker them into being canon fodder?

I suppose coming from the GM this might not be reassuring :)

In other news, plots really coming together.  If you haven't already, maybe put some thought in to your characters goals and agendas.  You'll have some chances to start working on those pretty early on...you won't have to, there will be plenty of options, but if you might have some good opportunities...just saying.

My character is a Shadowrunner because of obscure circumstances that I won't spoil because they will reveal what kind of character he is. But I guess his only goal is to be a successful Shadowrunner and learn the ins and outs... I've been working on his character. I even started to write a little fanfiction. So I guess I technically don't have a overarching goal. This will just be life for him.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-05-15/2244:09>
My character is a Shadowrunner because of obscure circumstances that I won't spoil because they will reveal what kind of character he is. But I guess his only goal is to be a successful Shadowrunner and learn the ins and outs... I've been working on his character. I even started to write a little fanfiction. So I guess I technically don't have a overarching goal. This will just be life for him.

Totally cool.

Yeah, I don't even really need to know about character goals...just something to think about in case it effects your RPing early in the game.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-05-15/2303:13>
After much finagling I've managed to hammer in all the essentials, for some very loose definition of essentials.  Now I have 2 karma and about 800 nuyen left to support a one point skill and associated gear -- one of those 'pre-edge and hope exploding sixes favour you' sorts of things.  There are probably a bunch of options, but I thought I'd throw this one detail to the group.  So far I've looked at:

- 1 point in lockpicking, combined with an auto-picker rating 3. 
- a monofilament chainsaw, and heck why not -- a 1 point exotic melee skill in wielding it.  This is mostly a less subtle option to lockpicking, just cut through the lock, door, or wall with it. (I really could put the 2 karma into something else, but ... *laughs maniacally and makes chainsaw revving noises*
- electronic warfare 1 and a jammer rating 4
- automechanic 1 and the appropriate kit, for maintenance and maybe even knowing how to crudely sabotage a car
- disguise 1 and the disguise kit to use it.  Not good enough to look much like anyone, but maybe enough to not look like himself?

Any other thoughts?  Suggestions?  But no maximum effectiveness suggestions (no, he doesn't have non-conductivity on his armor, I could use this money to buy it), I'm looking for that something a bit different ....  so, thoughts, suggestions?


I am not at my books right now so I was thinking why not just carry it over? Isn't there a certain amount of Karma and nuyen that can be carried over to play?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-05-15/2307:54>
After much finagling I've managed to hammer in all the essentials, for some very loose definition of essentials.  Now I have 2 karma and about 800 nuyen left to support a one point skill and associated gear -- one of those 'pre-edge and hope exploding sixes favour you' sorts of things.  There are probably a bunch of options, but I thought I'd throw this one detail to the group.  So far I've looked at:

- 1 point in lockpicking, combined with an auto-picker rating 3. 
- a monofilament chainsaw, and heck why not -- a 1 point exotic melee skill in wielding it.  This is mostly a less subtle option to lockpicking, just cut through the lock, door, or wall with it. (I really could put the 2 karma into something else, but ... *laughs maniacally and makes chainsaw revving noises*
- electronic warfare 1 and a jammer rating 4
- automechanic 1 and the appropriate kit, for maintenance and maybe even knowing how to crudely sabotage a car
- disguise 1 and the disguise kit to use it.  Not good enough to look much like anyone, but maybe enough to not look like himself?

Any other thoughts?  Suggestions?  But no maximum effectiveness suggestions (no, he doesn't have non-conductivity on his armor, I could use this money to buy it), I'm looking for that something a bit different ....  so, thoughts, suggestions?


I am not at my books right now so I was thinking why not just carry it over? Isn't there a certain amount of Karma and nuyen that can be carried over to play?

It sounds legit. Better my suggestion. Because your character sounds like a Shadowrunner prior or at least did some jobs beforehand. This is just a guess BUT if I am right it would make sense to have some money from a previous job as backup money for use on this run.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-06-15/1206:10>
At the end of the day it's got to feel right for the character you have. If none of the above truly sing out to you it might be better to save the karma and nuyen to go towards something you really want. All of the suggestions, apart from the mechanic option, would suggest that you have some history of working in the less illuminated work environment so if that fits your character have a ball. If not then I would probably recommend the mechanic option or saving it for something you really want.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-06-15/1221:05>

Now I'm curious how you explain those minor talents in character. My character has like 2 rating 2 skills and everything else is 4 and 3. He is ignorant in a lot of things but not uneducated. But I can explain his stuff in character. I'd add a point in unarmed combat and get some knucks. Street knowledge of combat. Minor boxing and a kick sort of thing. That would make sense since your going for minor knowledge over time sort of thing.

Rating 1 & 2 can be used in a lot of skills and you don't really need to justify them too much. Maybe it's just a hobby or it makes sense for the character to have some basic understanding given the environment they grew up in. Pretty much anything can be written into a back story with the minimum amount of effort if you need to justify the selection.
Title: Re: [OOC] Final Call
Post by: Beta on <12-06-15/1334:33>
Without revealing too much character stuff, I went with skills 'E.'  So the challenge was explaining why he doesn't have more (or better) skills.  Really he should have most of the above.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-06-15/1340:53>
Without revealing too much character stuff, I went with skills 'E.'  So the challenge was explaining why he doesn't have more (or better) skills.  Really he should have most of the above.

That explains a lot. Maybe he's a hobo. Hobo Shadowrunner. That sounds fun.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-06-15/1749:31>
Without revealing too much character stuff, I went with skills 'E.'  So the challenge was explaining why he doesn't have more (or better) skills.  Really he should have most of the above.

Age, environment he grew up in, undiagnosed learning disability to name a few. Lots of reasons why you don't have better (or more) skills.
Title: Re: [OOC] Final Call
Post by: Beta on <12-06-15/1757:43>
Oh, yah, the reason actually makes sense with the character background, and "challenge" was probably too strong of a word--I just meant that the basic character concept would lead one to expect more skills, so the backstory really did need to cover that.  (basically I took a concept for a standard character with skills B and dropped skills to E). 

Anyway, found another way to address my question, and now am basically done the mechanical part, and just need to actually write down that backstory.  I'm eager to see how this character works out ....
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-06-15/1811:59>
Oh, yah, the reason actually makes sense with the character background, and "challenge" was probably too strong of a word--I just meant that the basic character concept would lead one to expect more skills, so the backstory really did need to cover that.  (basically I took a concept for a standard character with skills B and dropped skills to E). 

Anyway, found another way to address my question, and now am basically done the mechanical part, and just need to actually write down that backstory.  I'm eager to see how this character works out ....

Me too. This is torture.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-06-15/1907:10>
Patience.... You'll need it for a PbP game. Sometimes it can take a while to get through one scene,
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-06-15/1913:42>
Patience.... You'll need it for a PbP game. Sometimes it can take a while to get through one scene,

Thing is though I'm used to pbps. I'm a vet. But I can normally see the other character sheets. So now I have to deal with uncertainty. Maybe it's my Aspergers. I need to find a game to play and only check back on this forum once in a while. Mother 3? Done. Goodbye everyone. If the feels kill me I'll send word back.
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-06-15/1923:58>
Consider this a build up of anticipation to what should be a pretty good game.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-07-15/2123:32>
Got a question. Is there a turn order for posting? Like if two characters had a conversation between themselves they could keep going despite the fact that no one else is online or is that bad taste?
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-07-15/2352:02>
Got a question. Is there a turn order for posting? Like if two characters had a conversation between themselves they could keep going despite the fact that no one else is online or is that bad taste?

It really just depends on the situation...if you're camped out running surveillance and two characters are having a side conversation then you might as well run with it a bit...but in general you want to give everyone present the chance to be part of the conversation.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-09-15/1436:18>
Got a question. Is there a turn order for posting? Like if two characters had a conversation between themselves they could keep going despite the fact that no one else is online or is that bad taste?

It really just depends on the situation...if you're camped out running surveillance and two characters are having a side conversation then you might as well run with it a bit...but in general you want to give everyone present the chance to be part of the conversation.

Something to remember is that different people can/will post at different rates. Provided no one makes unilateral decisions for the group and or another player I say go for it. Post as often as you like but expect people to react to earlier posts that you make.

Also different people have completely different styles so just because one person writes 1/2 a page doesn't mean everyone has to.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-09-15/1550:25>
Got a question. Is there a turn order for posting? Like if two characters had a conversation between themselves they could keep going despite the fact that no one else is online or is that bad taste?

It really just depends on the situation...if you're camped out running surveillance and two characters are having a side conversation then you might as well run with it a bit...but in general you want to give everyone present the chance to be part of the conversation.

Something to remember is that different people can/will post at different rates. Provided no one makes unilateral decisions for the group and or another player I say go for it. Post as often as you like but expect people to react to earlier posts that you make.

Also different people have completely different styles so just because one person writes 1/2 a page doesn't mean everyone has to.

I've never done a pbp tabletop outside of a solo game on reddit so I was just making sure of the etiquette. Thanks for the info guys.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-10-15/2355:55>
Just checking in and saying hi, been swamped with life stuff but also found a few minutes to work on SR stuff.  I'm kinda picky about getting settings and stories the way I want them which takes time but hopefully it pays off.

Still looks like a week or more before I'm ready for IC, unfortunately, but I'll do my best to keep yall in the loop, and if I don't post for more then a few days please feel free to send me hellish amounts of PMs until I respond :)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-11-15/1020:41>
Just checking in and saying hi, been swamped with life stuff but also found a few minutes to work on SR stuff.  I'm kinda picky about getting settings and stories the way I want them which takes time but hopefully it pays off.

Still looks like a week or more before I'm ready for IC, unfortunately, but I'll do my best to keep yall in the loop, and if I don't post for more then a few days please feel free to send me hellish amounts of PMs until I respond :)

To quote our dearly departed Dunkelzhan "Be careful what you wish for..."
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-11-15/1814:08>
Just doing a quick check-in myself.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-13-15/2144:52>
Just doing a quick check-in myself.

Awesome, yeah it seems like folks are still fairly active here which is good.  I've had a few new folks sending me PMs as well, so we got some folks in the wings if we need them.  I'm feeling good about our numbers for now but if things get rolling and it feels like more folks would be good then there's folks who are interested.

Gotta say, I'm still really stoked on this game and having fun pulling plot threads together.  I've been busy too and was hoping to get this going quicker but slow progress is better then no progress I guess...still, sorry I'm not able to stick to my original timeline.  And thanks to all of you for hanging in there with me :)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-14-15/1222:35>
Just doing a quick check-in myself.

Awesome, yeah it seems like folks are still fairly active here which is good.  I've had a few new folks sending me PMs as well, so we got some folks in the wings if we need them.  I'm feeling good about our numbers for now but if things get rolling and it feels like more folks would be good then there's folks who are interested.

Gotta say, I'm still really stoked on this game and having fun pulling plot threads together.  I've been busy too and was hoping to get this going quicker but slow progress is better then no progress I guess...still, sorry I'm not able to stick to my original timeline.  And thanks to all of you for hanging in there with me :)
No prob bob.
Title: Re: [OOC] Final Call
Post by: Beta on <12-14-15/1300:52>
I was fighting some sort of bug last week, and saved my energy for things that were on more of a deadline.  I'm aware I do owe a final character sheet and will try to get that in soon--shout at me if you need in ASAP.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-14-15/1447:46>
We all have real life to contend with :) so I wouldn't worry too much
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-16-15/1225:50>
Finally got a good chunk of time to work on the game this morning, I'm planning on starting IC through PM with each of you, kind of an intro type deal, and then starting the official IC thread with the first meet when everyone is actually coming together in the same place.  Thoughts?

Also, AJ is probably going to join us at some point but is swamped with life so it might be a while.  A few other folks have expressed interest too, so I'm thinking once we get things rolling we can talk here and see if we want to stick with the numbers we've got or if we want more folks.  If the team (IC) wants specific skills/roles filled that would also be a reason to bring new players in...but we can bomb that bridge when we get there :)

Will keep yall posted!

Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-16-15/1350:11>
Finally got a good chunk of time to work on the game this morning, I'm planning on starting IC through PM with each of you, kind of an intro type deal, and then starting the official IC thread with the first meet when everyone is actually coming together in the same place.  Thoughts?

Also, AJ is probably going to join us at some point but is swamped with life so it might be a while.  A few other folks have expressed interest too, so I'm thinking once we get things rolling we can talk here and see if we want to stick with the numbers we've got or if we want more folks.  If the team (IC) wants specific skills/roles filled that would also be a reason to bring new players in...but we can bomb that bridge when we get there :)

Will keep yall posted!

I'm happy to work it anyway that suits you.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-17-15/0750:02>
Finally got a good chunk of time to work on the game this morning, I'm planning on starting IC through PM with each of you, kind of an intro type deal, and then starting the official IC thread with the first meet when everyone is actually coming together in the same place.  Thoughts?

Also, AJ is probably going to join us at some point but is swamped with life so it might be a while.  A few other folks have expressed interest too, so I'm thinking once we get things rolling we can talk here and see if we want to stick with the numbers we've got or if we want more folks.  If the team (IC) wants specific skills/roles filled that would also be a reason to bring new players in...but we can bomb that bridge when we get there :)

Will keep yall posted!

Awesome! Looking forward to it!
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-18-15/1526:47>
Just checking in, got a bunch of PMs but don't have time to respond to everyone right now.  Hopefully tomorrow but we'll see :)

Cheers!
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-18-15/1916:49>
Still here.   8)

Also why does the world end right before you are about to leave work.  Lol
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-18-15/1939:13>
Checking in. I know everyone's busy preparing for the holidays. So just take a moment to sit back and relax before the big push.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-18-15/2315:10>
My wifi is gonna become shaky maybe but I should be able to post frequently. Just a warning all.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-26-15/1359:22>
Three questions for everyone characters, can be short and sweet, don't spend more time then you want but do spend as much time as you like :)

(I know some of you have already given me this info in the context of backstories and such, please noted it again here)

1: describe your characters living situation, where you sleep, what you eat, etc.  Also note your life style level.

2: how does your character spend their time?  Where might you be at various times of day, or days of the week?  When not shadowing, do you really just sit at your table waiting for a call?  Because that's a sad way to live :)

3: how do your contacts contact you?

Hope everyone's having a good holiday season/end of the year/etc.

Cheers!
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <12-26-15/1850:55>
Answers are sent,

 Happy Holidays everyone
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-27-15/1512:07>
Details sent.

Hope you all had a good holiday.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <12-27-15/2058:21>
Sent. Merry Christmas.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-29-15/1058:29>
Awesome!

Stoneglobe, Raiderjoseph, Ravensoracle: Got it.

Blueclaws, Beta: when ever you can get me those questions that's great, no major rush.

@ Everyone: I think I have most of the character and game info I need, just working up the first few scenes now.  I should be sending you all PMs with early IC in the next week.  Then once everyone's ready for the first team scene we'll switch to a forum IC thread.

And...yup, Holidays are awesome and a little nuts so myself and probably some of you are a bit busy...hoping after new years we can get into a bit of a rutine.

Cheers!
Title: Re: [OOC] Final Call
Post by: Beta on <12-29-15/1140:13>
Yep, sorry have been distracted by holiday stuff.  Will send you 2 answers shortly, the third I have to think about a bit, might be another day.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-29-15/1257:42>
Cool Beta, got it.
Title: Re: [OOC] Final Call
Post by: Blueclaws on <12-29-15/1519:12>
Sent a reply! Happy Holidays everyone!
Title: Re: [OOC] Final Call
Post by: Raven Runner on <12-29-15/1731:30>
Awesome, got everyone's info!  Nice response time too :)

Will get those IC PMs out as soon as I can.
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <12-31-15/1916:27>
Happy New Year to you all from the UK ;D
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-01-16/1333:33>
Happy new year! Hopefully I awaken as an shaman this year.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-03-16/1641:57>
No shaman yet. The suspense is killing me though... Vexboy is ready to go!...although im also starting Gradius' campaign soon so... i guess its not so bad.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-04-16/1946:30>
Sorry for things being slow on my end, been swamped, will do my best to keep you all in the loop and kick this thing off asap.  Thanks for the patience :)
Title: Re: [OOC] Final Call
Post by: Beta on <01-05-16/1700:13>
I think I finally have my character locked down  (I admit I didn't look at such over the holidays period). 

Do you still just want things in text, or would you like a more formatted character sheet emailed or the like?
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-05-16/1738:37>
Text is awesome!  Anything being sent to me should be in text if possible.  Thanks for asking :)

On my end, I have a ton of google docs, one for each of your characters and that's just the beginning!  So if things are in text it's much easier for me to copy and paste and move stuff around between docs.

As long as I can understand what's what it's fine, it doesn't need to look pretty :)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-05-16/1740:25>
Text is awesome!  Anything being sent to me should be in text if possible.  Thanks for asking :)

On my end, I have a ton of google docs, one for each of your characters and that's just the beginning!  So if things are in text it's much easier for me to copy and paste and move stuff around between docs.

As long as I can understand what's what it's fine, it doesn't need to look pretty :)

I...is the wait finally over?... does this mean?...
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-05-16/1925:58>
Text is awesome!  Anything being sent to me should be in text if possible.  Thanks for asking :)

On my end, I have a ton of google docs, one for each of your characters and that's just the beginning!  So if things are in text it's much easier for me to copy and paste and move stuff around between docs.

As long as I can understand what's what it's fine, it doesn't need to look pretty :)

I...is the wait finally over?... does this mean?...

Lol, yes and no...I think I have all the info I need from you all, I just have to get the PMs out to kick this off.

On that note, it's worth mentioning that some folks will get through these PM intros faster then others, but none of them are more then one or two small encounters, so it shouldn't take too long (fingers crossed).
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-05-16/1931:26>
Text is awesome!  Anything being sent to me should be in text if possible.  Thanks for asking :)

On my end, I have a ton of google docs, one for each of your characters and that's just the beginning!  So if things are in text it's much easier for me to copy and paste and move stuff around between docs.

As long as I can understand what's what it's fine, it doesn't need to look pretty :)

I...is the wait finally over?... does this mean?...

Lol, yes and no...I think I have all the info I need from you all, I just have to get the PMs out to kick this off.

On that note, it's worth mentioning that some folks will get through these PM intros faster then others, but none of them are more then one or two small encounters, so it shouldn't take too long (fingers crossed).

Ill keep as calm as possible but with Gradius going off grid and today being the day we start(maybe...) ive been through hell...
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-05-16/2111:45>
Not going to be tonight, sorry :(  Busy tomorrow, but Thursday looks promising...no promises, but promising all the same.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-05-16/2115:57>
Not going to be tonight, sorry :(  Busy tomorrow, but Thursday looks promising...no promises, but promising all the same.


OH! Uh... i meant Seattle 2076. Gradius's one. That was supposed to be tonight(maybe.) As to my knowlege you havent listed a date yet... well until now.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-05-16/2149:08>
:)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-07-16/1611:21>
Alright...still waiting on a few folks to work out some character details, but I think we are generally good to do the intro part...so...

IF YOU FEEL READY TO DO A SHORT GAME INTRO BY PM LET ME KNOW ON THIS THREAD.

Once folks check in here and say the're ready I'll send them a PM first chance I get.  Your character doesn't need to be 100% done for the intro, it just needs to be solidly finalized and playable...if you're still trying to sort out a few Nuyen or Karma that's fine, but abilities, qualities, primary skills, and any major equipment should be set in stone.

Before all the characters meet up character stats will need to be 100% done and I will need to have the latest copy of your stats :)

Can't wait to get this rolling!
Title: Re: [OOC] Final Call
Post by: Beta on <01-07-16/1622:54>
Ready!  (albeit I'm one of those who has to get you the final-final version of the character) 
Title: Re: [OOC] Final Call
Post by: Ravensoracle on <01-07-16/1625:52>
Ready
Title: Re: [OOC] Final Call
Post by: Stoneglobe on <01-07-16/1646:19>
ready
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-07-16/1713:29>
Do i need to say it?
Title: Re: [OOC] Final Call
Post by: Blueclaws on <01-07-16/1814:11>
Ready
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-07-16/2140:59>
What's the date in SR these days?  I guessed at 2074, and not sure if it matters, but happy to go with what ever the "current" date is in game.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-07-16/2150:57>
Wiki ends at 2075. Sounds ok.
Title: Re: [OOC] Final Call
Post by: Beta on <01-07-16/2154:59>
I think the latest new material is into 2077, not positive.  Boston Lockdown isJune 2076 I think -- I think that is the latest big event date.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-07-16/2204:36>
Anyone have a strong date preference?  I'm not planning on doing to much with major events from other books and such so it doesn't really make mush difference on my end.

Also, a bunch of stuff came up this evening and I couldn't get many PMs out or respond to the ones I've heard back on...it's slow going.  I'll keep working away on this as I have time.

Raven
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-07-16/2216:28>
No worries. I dont have any prefrences and dont mind waiting.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-11-16/1250:10>
Anyone hear from Raven Runner?
Title: Re: [OOC] Final Call
Post by: Blueclaws on <01-11-16/1852:41>
Nothing since his last posting.
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-12-16/1911:19>
Is... the rp dead?

Edit: I uber misread the last active. Its only been 3 days. Sorry.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-14-16/1005:59>
Just busy, back at it today ;)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-14-16/1113:07>
What is the cash equivalent in the 2070's?

I've come across references to hard Nuyen, but I can't tell if it's basically high end paper money or what...thoughts?

And yes...you will be getting some, at some point :)
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-14-16/1222:51>
Okay...I think I got everyone a PM this morning...can't wait to get everyone together in one IC thread, individual messages is slooooow.  But so worth it :)

 
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-14-16/1320:22>
I always thought it was either data or paper but could be both.
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-17-16/2032:32>
I'm getting the feeling this is going to be a slow game...mostly because I'm being slow :)

It's still fun for me though!  If anyone feels like it's too slow for them and they'd rather not continue I totally respect that, and otherwise I'm assuming everyone is still in and willing to put up with my painfully slow posting, haha, thanks for hanging on there with me!
Title: Re: [OOC] Final Call
Post by: Raven Runner on <01-17-16/2035:42>
Also, to anyone else who's finding it hard to post regularly, no worries!  Seriously. 

I'm holding the game up far more then any of you, and I'd rather everyone put their family/personal life before the game any how.

Cheers!  Raven
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <01-17-16/2039:23>
No worries. Its fine. I know how it is.
Title: Re: [OOC] Final Call
Post by: Beta on <02-02-16/1409:10>
Also, to anyone else who's finding it hard to post regularly, no worries!  Seriously. 

I'm holding the game up far more then any of you, and I'd rather everyone put their family/personal life before the game any how.

Cheers!  Raven

Just checking in to see how it’s going  for you – I noticed you had posted anything since last posting here, so guessing that life has ambushed you?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <03-01-16/1039:02>
Hate to revive this but you know its killing me. What was everyone's characters?
Title: Re: [OOC] Final Call
Post by: Beta on <03-01-16/1414:23>
Mine was Preston.  Once he wanted to be a police detective, but got kicked out of training when he got caught doing some minor grade hacking.  He was soon picked up by a bounty hunter who was training him in that fine trade in return for Preston running the matrix searches and sweet-talking locks.  They came to Seattle on a job at one point.

Then Preston woke up in a grimy apartment, almost two years later, with no recollection of what had happened in-between.  And he was sporting a high performance cyber-arm that was trying to take over his mind (at least, that is his conviction).  And he had a high quality fake ID, some not-so-legal lock picking gear, and a small sum on his cred-stick.  In the couple of months since then he’s been trying to makes sense of life, but he’s afraid to go to his official identity because he doesn’t know what he did during those lost years.  However his money supply is running out, so he’s being forced to look for more lucrative work than what he’s scraped together so far.

In the time that he lost, the latest matrix re-build happened – rendering useless a lot of what he did know -- so on the matrix side he’s pretty much limited to searching/perception and, if he’s lucky, sleazing an occasional lock open.  He isn’t an especially skilled fighter, but The Arm is good enough to make him pretty dangerous if he uses it (and likewise its finesse makes lock picking much easier).  However he really tries not to use his arm, because sometimes when he does he goes into a blackout state again and wakes up hours later not knowing what he’s done.  The Arm, it takes control of his mind, chummer, and The Arm: it’s a killer.

==================

What was yours?
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <03-01-16/1625:41>
Vexboy. Ex Lone Star Detective who was generally distrusted in the Shadow community for it. He got kicked out because they found out his consent form to have the corp adopt him at a young age was forged by his decker partner (and older sis). Gunslinger adept of the Dragonslayer. He seeks danger and thrill and would have made a great assassin after a few dozens runs of karma. He was badass with a pistol. I brought him over to Adamu's campaign where he got an overhaul more fitting to his prior employment and much better die pools.
Title: Re: [OOC] Final Call
Post by: Beta on <03-01-16/1647:52>
That is interesting, because I'm queued up for wave two of Adamu's campaign, and having recently found out that a couple of rules don't work like I thought they did I have to overhaul my character .... except I'm not sure I have the desire to grind through re-creating that character again, so was wondering about building a variant on Preston (name might change, and may tone down how much trouble he has with the arm)
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <03-01-16/1712:49>
It was a little annoying having to recreate him from scratch but it was very satisfying at the end to have a much more believable and badass character stat wise. I say to go for it personally.
Title: Re: [OOC] Final Call
Post by: Blueclaws on <03-01-16/1725:30>
Robinson, Chaos shaman/ face  from San Francisco, was friends with a smuggler who got him up to Seattle after some issues with the authorities in San Francisoco. Pretty good  at Illusion and Manipulation, also pretty good with Recolvers. He sort of has issues with people knowing he is magical so it sort of is a dirty little secret for him to some degree.

Kinda wanted to write more but I am on my phone at work lol.  :(
Title: Re: [OOC] Final Call
Post by: Raiderjoseph on <03-01-16/1835:28>
A shaman/face,a combat hacker, and a adept. We could have done quite a bit with that alone.