I can go for driver rigger double on recon and surveillance.
Or a close combat specialist - razor guy - I can't make my mind ;)
Count me in.
I should take care of the wheels...
Character later this afternoonI can go for driver rigger double on recon and surveillance.
Or a close combat specialist - razor guy - I can't make my mind ;)
If you dont mind, I will make it easier for you to decide
Any restrictions on availability (12 is a top?)
Ok great.its a qualified Maybe. If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.
We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
Position Penalty Time notes Prone -5 1 minute Bulseye, Medium range, May brace Supported -6 1 minute Bulseye, Long range, may brace Sitting -4 1 minute Bulseye, short range |
Ok great.its a qualified Maybe. If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.
We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
Post here. I also give bonus karma for good (not necessarily long) character backgrounds. And too that, you either already work for the company, or have been hired knowing basically what you already do, and no one knows where you are going to be sent to, its a very need-to-know.
Damnyankee
Weapons [¥4305]This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.) If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
QuoteWeapons [¥4305]This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.) If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
Crap, sorry, Damnyankee, I am gonna have to withdraw my mage slot. I just don't have the time. I thought I did, but I don't.Not a problem. I totally understand.
I apologize.
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...Read the rules on Vehicle gunnery.... you don't even need a good agility. its Gunnery + sensors. Gunner mechanic wouldn't be bad. or because the vehicle is rigged, you could be a Gunner/rigger and the two riggers could handle a bevy of drones.
competence in all or most areas.I would agree with that list, with the note that your group is not expected to be a combat heavy/assault group. And that equipment will not be in short supply. I can tailor the game to the team, so its not a huge deal.
Driver
Gunner
Medic
Magic
Face/Hearts & Minds
Mechanic
Demolitions/EOD
Comms/Hacking
Scout/Recon
Leadership/Tactics/Intelligence
Sniper/Long-Gun support
Heavy/Support Weapons
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...
I thought you said you were going to be driver? I guess I can be driver instead.I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...
I m working on that gunnery is almost the only weapon skill my rigger would have ;)
We need to coordinate ;D
I thought you said you were going to be driver? I guess I can be driver instead.I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...
I m working on that gunnery is almost the only weapon skill my rigger would have ;)
We need to coordinate ;D
I understand drones even more poorly and incompletely than I understand vehicles, so I'd prefer not to be the go-to drone guy.
What about specialist weapons, since I'm making a sniper, should I get my own weapon, will they provide APDS ammo? And...looking at getting a drone to act as a spotter.
well, war! adds the rules for satilite spotters...What about specialist weapons, since I'm making a sniper, should I get my own weapon, will they provide APDS ammo? And...looking at getting a drone to act as a spotter.
Like Saito used hawkeye in GITS, Althought he had sattelite, but this is VERY nice idea for one of my players. Thanx :)
It occurs to me that we do not yet have a "face" type character, which would be essential for this type of team - even more so than an EOD specialist/generalist.Yes, a "face type" character would be better match for this team than a demo guy. Think hostage negotiator or maybe some kind of trained diplomat. 5th element style negotiations will be frowned upon. Though its up to you, your demo guy is acceptable.
If Damnyankee and you others want, I will switch my character type - just yell. I have a concept for a young speakers way adept merc that I can run with if you want me too.
Love my demo guy, only thinking of team utility.
For a hearts and minds op, and for "firefighting" we will need a "talker". Want me to redo my character DY?Uncle Vabka: if you want to keep your demo guy, I'd be more than happy to make the team's "talker" negotiator. I was just told that my medic character wasn't acceptable, and this is frankly the only other type of character I'm interested in playing. So if you want to keep your demo-man, I can make the face, and I think that would work out best for everybody, since I remember you mentioning that you really like your demolitions guy.
Campaign details (Improved)
This game will revolve around a unit of mercenaries whose job is to interface with the local population in a recently conquered nation. They will be tasked with trying to provide services that have been removed due to the change of government, such has investigations and solutions to major criminal complaints or providing an alternative method to dispute resolution.
They will also interface with the population for the mercenary company, though not as representatives of the employers of the mercenaries. For example, they will not be directly involved with setting up a new government, however, they will attempt to provide compensation for property damaged during military operations.
The mercenary company as a whole is tasked with providing security in the region, which includes setting up and maintain road blocks, security patrols, and route clearance.
The team will include 6 to 8 members, most of whom should be licensed mercenaries, and not civilian advisors. The team must be capable of operating independently, and must be capable of defending it self, and civilians from hostles. The team should include between four and six operators who's specialty is in line with the mission. For example, detectives, mediators, medical personnel, technical and/or thaumitergical experts. The team will be assigned an APC from the company motor pool. As per company procedures, the APC will have a crew of two, either a driver and gunner, or a driver and assistant driver, or a driver and gunner/commander, depending on the personnel.
Standard issue equipment
Singularity Battle Buddy Basic R5, S5, S5, F5.
Simlink,Biometric reader:Fingerprint, Skinlink
HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle magazines, 180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (choose)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.
Light military armor
Mobility upgrade 1, Chemical Protection level 4,Quick release ,Thermal damping 3,Fire resistance 3, Helmet
The vehicle
CC Modified Appoloosa Type III
Upgrades: Amenities (Squatter), Off Road Tires, Extra Entry/Exit Points, ECM 3, ECCM 3, Weapon Mount (Reinforced, external, turret, remote w/ Aries MP Heavy Laser) w/ Gyro link, Rigger adaptation, Manual control over ride, Retrans 8,Satellite communications, lock on countermeasures. Improved Sensor array, missile defense system.
Required Competencies:
Automatics: Must be able to reliably get 1 success five times in a row, for three different positions, shooting at a bullseye for a penalty of -4. Characters shoot an assault rifle in SA mode, without laser or smart link.
Position Penalty Time notes
Prone -5 1 minute Bulseye, Medium range, May brace
Supported -6 1 minute Bulseye, Long range, may brace
Sitting -4 1 minute Bulseye, short range
Characters may qualify for other types of weapons using the same rules above, but are only Required to qualify for Automatics (assault rifle).
Navigation: Complete compass course. Seven roles with two or more successes in a row.a 2 or so in the skill, unless your linked attribute is High.
Physical: Run must run two miles in less than 15 minutes. See running rules in the main rule book.Don't worry about it, this is the requirement that excludes body 2 strength 2 types. Everyone should have atleast body 3 agility 3 or the armor starts giving them issues.
Etiquette: While not tested, anyone who doesn't have Etiquette (military) will stand out, in a bad way.Self explanitory
Unarmed Combat: must be able to pin a person with a 6 dice pool in unarmed combat.Beat some one with six dice. You could do it with 6 dice if you are lucky. 7-8 is reasonable.
Specialty skills: assume that if you are a driver, they will test you on driving, etc.
Thanks, DY, that helps me a lot. I've adjusted my face character here. (http://forums.shadowrun4.com/index.php?topic=2783.msg25578#msg25578) I didn't see your note about civilian advisors until after I was finishing updating and writing the background. If you think this guy would make more sense as a civlian advisor, that's okay, I can adjust him. I'd probably drop the skill in Automatics for something more reasonable like Pistols, and change out more military-flavored skills for points in some decent contacts. I can rewrite the background no problem; I got kind of into writing this guy's background, but that's okay. I find writing backgrounds fun, and don't mind revising or rewriting them.It could go either way, BUT I think the company would want one of their own negotiating for them. With the fact he didn't finish collage he looks like the senior sergeant type. A couple of ideas come to my mind for more depth (use if you like, or come up with your own.) Was How long has he been with CC? Perhaps he used to be a "Front office" type, and negotiated on contracts for CC, but when this role came up they asked/told/conned you into going into the field. Or perhaps you have been in the field, but in some kind of support unit. As for wanting to be Conrad... Merc companies are exactly that, companies. Conrad's name is on it, but he answers to a board like anyone else. I also feel that merc companies are like general contractors. If you are a good loyal employee, and want to start your own company, they would hate to see you go,but wish you luck, especially if you are going to be in a different niche than CC.
I reserved 4 knowledge skill points for "Local Language." I know you want to keep that a secret, so I'm fine with adopting whatever the Local Language is for our first mission. If further missions take this guy out of his comfort zone, that's fine, but I just figured if this mission was all about interfacing with the local population, then the brass would probably see fit to send somebody who at least spoke the language adequately.
I think I'm going to drop, I had a idea, and it just...left me. :(I cant make you play, but I can say think on it. I only have 3 characters so far, so there is time.
Gear
standard issue
I can do a scout, I know I threw my hat in earlier as a Hacker and then faded it was because you had two riggers types posting interested and lets face it, with the right programs anyone can 'mook' his way as a hacker....even riggers ;D
My idea as a scout wont be so much sniper as he'll be a stealth expert with close combat (i.e. a throat slitter type)
I can do a scout, I know I threw my hat in earlier as a Hacker and then faded it was because you had two riggers types posting interested and lets face it, with the right programs anyone can 'mook' his way as a hacker....even riggers ;D
My idea as a scout wont be so much sniper as he'll be a stealth expert with close combat (i.e. a throat slitter type)
I tried to do that one but DY, said - don't bring knife to gunfight ;)
Still I'd vote for having one in team.
yes, this is one that makes particular sense in play.
I'd like to be able to take the Veteran Mercenary quality, but I can't think of anything I'd like to sacrifice from his sheet, BP-wise. Would I be able to take it later with Karma?
EDIT: Oh, and I'd be down for some light RP and stuff in an IC thread, just to get the ball rolling.Good idea! I'm kinda waiting to have a few more, but that makes sense. Ill do it right now.
I'd love to give a game like this a shot. :)Great! we need some more players
He'd be the EOD and Tech specialist. :)As previously said, the EOD role is filled. Its enough of a side role that it wouldn't make sense to have two people on it.
Thoughts?
Some one wanted to play a hacker but felt that the role was covered by the Rigger. I don't necessarily agree. a straight up Information warfare type could be very useful.
Damnyankee
Ah, I missed that. :)
Being a "Good 'ol Country Boy", I could shift him to the Sniper role. 'Doc' would still fit as he would be a surgeon with his shots.. :)
Glad to see the IC "get to know me" thread is up. Quick thing - if we are going to start posting IC, I think we should know what ranks you have assigned to the currently rostered characters - it would have an effect on how the RP flows.
You MUST call him 'Sir', but can (if he doesn't bitch) call him chief.Glad to see the IC "get to know me" thread is up. Quick thing - if we are going to start posting IC, I think we should know what ranks you have assigned to the currently rostered characters - it would have an effect on how the RP flows.
I'got Chief Warrant Officer 2, you may call me 'Sir', but I am usually reffered to as 'Chief'.
Just got a PM from our GM, and thought it was something everybody else would probably find useful to know (if this isn't cool to repost, DY, let me know and I'll take it down).QuoteYou are currently A Staff Sergeant. (it goes Privates > Corporal > Sergeant > Technical Sergeant > Staff Sergeant > very sr. Sergeants )
Technically, the CW2 (chief warrant officer 2) out ranks you, but as CC's uses Warrant ranks for specialists, you are the NCOIC (NCO in charge) of the unit.
First adding crash guard and anti virus 3 to the basic firewall and OS.These are reasonable.
Encrypt 5 (ergo, CG, AV3)
ECCM (ergo, CG, AV3)
Command 5 (ergo)
facial and vehicle recognition software
Armor 5 (ergonomic, CG, AV3)
Analyze 5These are not reasonable. Each solder is not a hacker. It is not cost effective
Command 5 (ergo)
Edit 4
Scan 4
Decrypt (ergo, CG, AV3)
Sniffer 4
Track 5
Agent 4 or 5 (CG, AV3)maybe. Justify.
I think adding a few points of armor and hardening to the comlink cases may be a good idea.The comlink is from war! i figure it is, at its rating.
A question on the XM-30, in it's description it says it has grenade link, did they mean grenade airburst link? If not I suggest it as well as melee hardening as additional weapon mods.Its safe to figure they meant airburst link. No on the melee hardnening - they are not going to upgrade every weapon.
I'm going to make a stab at this and assume that most units have an integral Hacker in its composition. This Hacker would not only do the cyber attacks and matrix intel, but would as a matter of course be the hub for every teammembers commlink (providing the security for it). I may be over stepping my bounds here, if DY thinks so then I deserve the 'pimp hand' ::)No pimp hand required. You are correct.
Some suggestions for hardware upgrades the basic program suite in our comlinks.
First adding crash guard and anti virus 3 to the basic firewall and OS.
Basic proggies with options that I'd suggest are:
Armor 5 (ergonomic, CG, AV3), Analyze 5, Command 5 (ergo), Edit 4, Encrypt 5 (ergo, CG, AV3), Scan 4, ECCM (ergo, CG, AV3), Decrypt (ergo, CG, AV3), Sniffer 4, and Track 5
As most of use will be no hot hand with our comlinks I also suggest an Agent 4 or 5 (CG, AV3) to do the work. Also facial and vehicle recognition software may be usefull.
I think adding a few points of armor and hardening to the comlink cases may be a good idea.
A question on the XM-30, in it's description it says it has grenade link, did they mean grenade airburst link? If not I suggest it as well as melee hardening as additional weapon mods.
Nope. Centralized is SOP. They have tacnet 4 software, however can you all provide enough channels to get full benefit of it?
I am still waiting if the company gave us TI and Tactical software. If they do, I would run it on that military commlinks they gave us and slave them. But this depends on the opposition, we should as well use decentralized network...
As for guns and their modifications...I think there would be shop on the base, so there is no problem to add any modificaions desired... and since you are my teammates, I should give you a discount :)There is a shop, and you are free to modify any weapon you own. So, unless you purchased the XM-30's your self you cannot modify them.
Is there leeway on scouts concerning their commlinks? In particular, mine wouldnt want it to be on unless he's making contact, like keeping radio silence as much as possible.The reality is, its very hard to locate modern CDMA phones just by there broadcasts. I would think that 2070's military tech would be even more so. They do not continually broadcast, and are frequency agile. Yes scan and other tools allow you to find them, but I think its a relatively low risk for a scout. As long as you dont abuse it, its within your discretion to silence your comlink when you think it could compromise you. Remember you guys always run in passive mode.
Also, DY as I'm making the character, I have a question. I'm thinking of taking Cat as a totem (undecided really) If I did, would getting closer i.e. throw or melee range qualify as toying with the target if I fail my roll? This is as opposed to taking the shoot from distance with the rifle.
Is there leeway on scouts concerning their commlinks? In particular, mine wouldnt want it to be on unless he's making contact, like keeping radio silence as much as possible.
Nope. Centralized is SOP. They have tacnet 4 software, however can you all provide enough channels to get full benefit of it?
There is a shop, and you are free to modify any weapon you own. So, unless you purchased the XM-30's your self you cannot modify them.
Damnyankee.
This one:What book is that in? I don't remember it. It would take some changing of the armor, its already at capacity if I recall correctly.
Responsive Interface Gear:
The extremely compact RIG
adds trodes, body sensors, and other non-invasive neural interfaces
to armor. It acts as a combination trode net, sim module, sim rig,
and skinlink that connects to the wearer’s PAN. It allows records
of each soldier’s actions and situations to be passed up the chain
of command, as well as accessing the user’s natural senses for use
as sensor channels in a tactical network (p. 125, Unwired). is
system takes up Capacity 2 in the armor and Capacity 1 in the
helmet; a RIG must be installed in both armor and helmet to
work, and only operates while the helmet is worn.
The RIG modification is from WAR, new gear section.I listed the XM 30 with security and immobilizer.
About the guns...
I`ve served my duty in the millitary draft, and fact is, that you will get the gun and the number of the gun and it is your personal weapon until the end of your service. I we got some expensive gear, we should have this guns made with the security lockdown system, just becouse nobody wants that these guuns are used against us...
Heavy modifications are not the topic here, I totally understand that this is out of discussion. But, for instance, personalized grip...that may be done with a duct tape :)
Hell...thats enought of this. You are right. If we want our weapon modified, we should modify our own ;)
Good luck with your PC. We should be patient :)
I listed the XM 30 with security and immobilizer.
Damnyankee
Ya the flare comp is not an input but still good to have and as they're cameras not optics for the armor's wearer I didn't think they needed a smartlink. The radar cyberware and the ultra wide band radar sensor act as motion sensors. The list of sensor package sizes and capacity is in SR4A, with a comprehensive list of sensor options in the Arsenal compiled tables list. Bax has a hand held with olfactory 6, Geiger counter, and non-linear junction detector 6 as well as near every sensor he could get thru cyber.I am implementing the rule of 'duh.' Which says even though its not in the book, common sense still applies. Only sensor channels that can actually provide tactical relevant information count.
It was more touch and to a lesser degree taste that I question. The tactical data from taste is largely covered by smell and doesn't require us to go around licking things. :D As for touch, I'm not sure what tactically useful data you would get from it that's not covered by something else.Yeah.. Taste is right out. Smell.. there have been good arguments as to why smell should count.
For this is one piece suit of armor, we do nort need mobility upgrade I suppose (just dont know if I remember it correctly)Mobility upgrade: Yes it reduces the penalty for the armor. Its a suit so you can wear body X3 but that still means you need body agility 4 to wear it. With the mobility upgrade it reduces it to 3 - human normal.
Scouts should use ruthenium, maybe instead of chemical or fire protection (napalm and chemical warfare are usualy not used agains a single targets...)
This are just my add to discussion, as we have some time to kill :)
RIG - deffinitly yes. Cameras are not enought, RIG as it is described also provides medical logs, ful scale reports etc.Yes, you misunderstand me. I'm not asking for a case-by-case basis, but across the board change. I figured as I didn't really feel strongly about some of it, i would ask for suggestions.
[snip]
As I read it, it would be part of the standard equipement across military units, not a matter of choice.
huh...I was asking what the group thought we should change for everyone, not what each person would change.
Now...sorry, it would be my "english" skill, but I definitely do not understand the meaning of your last 2 sentences ;D
There was mention of need for a second gunner, and I've added armorer skill and mechanics as well. Someone's gotta maintain all our gear. ;-)Actually, you are stepping on some one else's toes. This role is pretty well covered.
Name: Erik Stone, Male Elf (30 BP)Explain this? Prejudice,as described in SR4 is a vegetative feeling, one that causes you to spout off and gets you in trouble.
Stats (200 BP + 20 BP)
Body: 4 Charisma: 3 EDGE: 3
Agility: 8 Intuition: 4 INITIATIVE: 10
Reaction: 6 Logic: 2 PASSES: 3
Strength: 6 Willpower: 4
Essence: 0.6
Qualities (+35 / -35)
Veteran Mercenary 10
Ambidextrous 5
Gearhead 10
Tough as Nails (1) 10
Prejudiced (elves uber alles) -5
Thrill Seeker -5There are not that many Majors in CC's. Company commanders are Captains.
Allergy (Combat Stimulant) -5
In Debt (20,000 NY) -20
Active Skills (126 BP)
Close Combat (Group) 2
Athletics (Group) 1
Navigation 2
Etiquette 2
Firearms (Automatics) 3
Armorer 3
Gunnery 4
Mechanic (Auto) 1
Dodge 2
Knowledge and Language skills (1 BP)
Firearms Design 3
Engineering 1
Patrol Procedures 1
Military Procedure 1
Gunnery 2
Electronics 2
Mechanics 3
English Native
Sperethiel 3
Sioux 3
Contacts (12 BP)
SSgt Kimball Kineson (quartermaster corps.) 3/4
Major Art Thompson (former CO) 3/2
Bio and CyberWare (50,800 NY)I'm certain I said to submit a concept before the actual character. The inability to follow simple instructions does not make a good first impression. Try Again.
Eye Recording Unit
Muscle Replacement 2
Wired Reflexes II
CyberEye II
Flare Compensation
Microscopic Vision
Thermographic Vision
Vision Enhancment 2
Gear (13,400 NY)
CommLink:
Erika Elite (3/4)
Novatech Navi (5/5)
Agent 3
Analyze 3
Browse 3
Edit 3
Encrypt 3
Scan 4
Armor 3
Stealth 3
Resources 45,000 NY + 20,000(debt) NY = 65,000
Spent 13,400 NY - 50,800 NY
Remaining 8000 NY
Build Points:
Stats 200
Infection 30
Edge 20
Mundane 0
Active Skills 126
Know./Lang. Points 19 /-18
Positive Qualities 35
Negative Qualities -35
Resources 9
Contacts 12
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.Good news! we look forward to your return.
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.Good news! we look forward to your return.
Damnyankee
I'm certain I said to submit a concept before the actual character. The inability to follow simple instructions does not make a good first impression. Try Again.
Damnyankee
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).
And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).
And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)
This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?I have said I don't intend to be combat heavy. That said, the SAW gunner role is a good one.
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?I have said I don't intend to be combat heavy. That said, the SAW gunner role is a good one.
AS for grenades: every last one of you was issued a magazine fed under-barrel grenade launcher with air-burst link. A specialist grenadier... is less important.
A reason to play the SAW gunner: The needed skills/abilities are low allowing you to have lots of backup/ OR completely not relevant but interesting skills. (the Astrophysicist turned SAW gunner...)
Damnyankee
SAW Squad Automatic Weapon. Light/medium MG. Currently its the M249 in the Us army.
Welcome aboard Blue.Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).
And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)
This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)
So then drone rigger or combat hacker are right out. The squad would probably have a heavy weapons specialist. Intimidation, a greneade launcher with flashbangs and tear gas should soft force be needed, and of course the big guns for any insurgents who get upity.
I was gonna ask about the intolerance as well. Is he intolerant of non-elves or intolerant of racist elves.
Glad to help, one other thing I just noticed is you have no perception skill.
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)Did you update your sheet? its still showing 6's for thoes two skills
P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)Did you update your sheet? its still showing 6's for thoes two skills
P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Damnyankee
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)Did you update your sheet? its still showing 6's for thoes two skills
P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Damnyankee
Have now. I was waiting for any more comments, but apparently there are none.
Blue
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)Did you update your sheet? its still showing 6's for thoes two skills
P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Damnyankee
Have now. I was waiting for any more comments, but apparently there are none.
Blue
Sorry but something else I missed is it seams you took the firearms and close combat groups and then specialized in the sub skills, that is not how it works. You specialize off the skill not the skill group ie Blades (combat axe) 2 (4). Also you cannot specialize off of groups, so no Close Combat (combat axe 2 (4), sorry. You can break up a skill group after buying it at group rates buy increasing one skill individually but this breaks the whole group so they must all now be raised individually and it can only be done during character creation with GM approval.
I suggest also getting another point or two into perception. As a bodyguard and a merc seeing trouble before it starts is good. Maybe dropping a point or two of stats ( not easy I know) str and bod perhaps. that'll give 20 more points to jigger skills some.
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.
Actualy, we are missing you in the Open Turret ;)
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.
Actualy, we are missing you in the Open Turret ;)
Waiting on GM to assign a rank for the character.
Read the section on matrix use, that's how it works.
Hmm,can't find one with that option. The only optional rules regarding attributes for computer use I've seen use logic as a success cap like force for spells or using attribute and skill as normal with the program capping successes. I'm not even playing a hacker and I don't like that.