Shadowrun
Shadowrun Play => Gamemasters' Lounge => Topic started by: Tex Muldoon on <06-21-11/0428:51>
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So I am a session with all my players working at a Stuffer Shack and Holoarcade. I thought the pay would at least pay for a low lifestyle that way i don't have a squatters. They are new to the Shadows both IRL and in game. My question is how do I make them keep the Dayjobs? They all took SINner and Dayjob qualities.
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all of them? wow. those guys are going to be hosed if they mess up even a little. first time they get caught on camera and dont have the hacker remove the footage, someone will know where they live and work, which makes it easy for knight-errant to find them and give them new criminal sins.
for the dayjob- make the businesses be owned by the mafia (or the yakuza or whoever) for money laundering. you cant quit, your technically low-rank employees of the mob. oh, and we need you to do a little job for us. give everyone their boss as a free contact. maybe the stuffer shack sells a few unusual items to select customers, such as weapons and electronics that fell off the back of a truck. the holoarcade could be a cover for gambling in the basement. that sort of thing.
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To keep both the places of occupation there could be benefits in working there. For example, at the Stuffer Shack perhaps they are part of a new delivery service? Gives them an excuse to look around places and be mostly invisible.
The holo-arcade could be a nice place to make street-level contacts.
Make it more about the money. But I suggest gently exposing the dangers of being both a shadowrunner and a SINner with a regular job. Perhaps on one of their new runs they do get caught on cam, but not by the corp--say a bystander.
Enter one corrupt Lone Star / Knight Errant officer who works in the area. He starts blackmailing the runners for a cut, but makes it appear that he's really looking out for the team. He, of course, is in it purely for the money. The cop doesn't want them to quit, he needs to keep an eye on them.
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I really like the suggestion of having them be employed by the Family. Adds tons of really easy and believeable story hooks. The SINner quality is a really good opportunity to teach them about how to run without guns blazing too. :P
The question of how to make them keep the jobs though...you could dock them karma until they pay off the quality. A little draconian but it keeps with the rules.
Though, with everyone being a legal and employed citizen have you considered encouraging them to go back to school and get their degrees? It's never too late to go back!
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I like the corrupt officer and the place owned by the family. They all loved the idea of having dayjobs, i could not talk them out of it. Any other suggestions would be great i have the main ideas of my story out but the world is always changing.
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this gives the popular introduction run Food Fight a whole new point of view. Possibly your entrance into the campaign :D
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I like the corrupt officer...
Captain Renault: "This is the end of the chase."
Rick: "Twenty thousand francs says it isn't."
Captain Renault: "Is that a serious offer?"
Rick: "I just paid out twenty. I'd like to get it back."
Captain Renault: "Make it ten. I'm only a poor corrupt official."
Captain Renault: "I'm shocked, shocked to find that gambling is going on in here!"
Croupier: "Your winnings, sir."
Captain Renault: "Oh, thank you very much."
Do I really need to point out where this is from? :P
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Day Job is a negative quality. The only way to get rid of it is to roleplay it out, get GM permission, and spend the karma. Roleplay is as easy as "I quit." But without the other two steps you're at best going to be trading it for another NQ of the GM's choice. The Family aspect works well, as could Enemy ("you made the best milshakes ever, how could you quit? If I can't have your shakes, nobody can!). Maybe Hunted, as another employee swiped from the till the day before you quit and now you're the prime suspect until you clear your name (and pay the karma of course).
But if they were all excited about the jobs, rather than looking at how to force them to keep them, think about how to make sure they want to. What made they excited about the quality in the first place?
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So I am a session with all my players working at a Stuffer Shack and Holoarcade. I thought the pay would at least pay for a low lifestyle that way i don't have a squatters. They are new to the Shadows both IRL and in game. My question is how do I make them keep the Dayjobs? They all took SINner and Dayjob qualities.
Well, I'm new to SR myself, but I think it's a pretty solid idea. Esp. if you take it as an "origin story" for how THESE people became Shadowrunners.
There's a couple ways to take this--
1) They have dayjobs. They're barely getting by. Maybe the have debts, or family commitments. They start off doing a few "odd jobs" here and there to make extra cash, gradually finding themselves drawn deeper and deeper into the shadows.
2) The shadows are local shadows--these guys aren't the heavily armed sociopathic mercenaries traipsing around the world--they're locals. There problems are local, and the locals around them.
In either case, I would imagine you and your players need to answer the question "is making money really that important?" It seems to me that most runners have a goal of getting that 10 million nuyen pay day, where they can buy a "luxury" lifestyle, and be able to retire as one of the elite. I can see other games where money is almost irrelevant, so that's up to you and your players.
Oh, and I'd have them invest in Fake SIN's and maybe have them come into contact with a friendly decker--just in case.
One other thing--Why did they take these qualities? Was it something they wanted, did you encourage them to? Did the players think they were "supposed" to? I would hesitate to "teach them a lesson" if they're new and didn't understand what they were doing, esp. if they though they were doing the right thing.
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I greatly respect the urge to do something different with a campagin.
But this is a tricky one. If they truely have the skills to be runners its hard to see them working at a stuffer shack. And if Stuffer Shack is the best they can do, a fixer is going to laugh them out of the bar when the come looking for work.
I think for this kind of campaign to work they would probably want to be law abiding citizens but something is compelling them to act otherwise. If they want to be runners, and the best they can do is Stuffer Shack, then they are just loosers. Stuffer shack is the 6th world version of working at the 7-11. If thats the day job its hard to imagine them doing anything other they ending up a bleeding pile.
What if they all work for a smaller corp, say an A or AA corp. The sammi/merc type is in security, the mage is an intern in the magic division, the hacker is the new guy over in IT, the Face works in Metahuman resources, etc. They get into something that puts them in danger- they see something they were not ment to see and they are on the run from the corp, they are in the wrong place at the wrong time and an extraction goes down, etc.
Its just tricky to keep them in the job once they have "the incident'. It is hard to see the circumstances that would let them gear up at night and do jobs and still turn up on monday morning for thier shift. It seems like they would either bail out and be runners or go back to their straight jobs once they had the chance.
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-Talmor
That is exactly what i am doing. odds are they are never leaving the sprawl. You know the saying you can run for a lifetime and never leave Seattle but you can't run for a lifetime and never enter it.
-Baronspam
I like the idea of the Jackie Chan style hero you know not meaning to save the day but does.
Basic Story is that they are uncover a small takeover of the mayor of their district nothing more.
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There's as many reasons to 'Run in the Shadows as there are 'Runners. For most, it's just the best job they're able to get, the best chance at getting out from where they grew up from.
For others, the reasons get far, far more complicated and complex.
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If they truely have the skills to be runners its hard to see them working at a stuffer shack.
Not necessarily. The key to surviving and thriving in the Shadows has little to do with ones skills--often it has everything to do with ones contacts.
So you could have people who are skilled and capable enough to be runners. They don't have the contacts to be runners yet--people rarely enter the shadows deliberately, and those that do often face significat challenges. At the same time, they don't want to take their skills to some Megacorp and be stuck wearing a suit and carrying the briefcase for some jackhole in accounting.
But other than running, their skills stink. They don't have references, they don't have real work experience, so the only jobs they could get were working minimum wage entry level jobs.
Of course, once needs to explain how they came about these skills--but being ex-military or the like can justify them. The characters being disgusted by how their nations military is now just an enforcement arm for the corps could justifiably quit in disgust (AWOL maybe?) AND refuse to work for the big companies for the same reason.
One could do a series of adventures that gradually introduce the characters to the shadows.
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Use it like amnesia. Amnesia is a 10bp negative quality that means the character has 10bp of negative qualities they don't know about yet.
So, if they want to take a negative quality and then ditch it, you just replace it with a quality of equal cost.
Suddenly they are Spammed and are Thrill Seekers.
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My advice would be: They took those flaws for a reason. And you can't really turn them into something they didn't have in mind. By choosing to play normal, working people they kinda show you the way the story should unfold. It would be a story of a group of 'average Joes' who play with the Shadows. And if that doesn't really suit your needs, consider that a prologue - during a few first games build the story so that they loose their jobs and/or burn their SINs. That would force them to abandon their place in life and start again - as shadowrunners. You could also involve them in something bigger, that would be the scope of the whole campaign while they're still 'normal' people, and make that involvement the reason why they have to abandon their jobs, homes and probably even families... If they accept that course of the story, allow them to swap those negative qualities for others, like Enemy, SINner Criminal, In Debt, and so on...
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My advice would be: They took those flaws for a reason. And you can't really turn them into something they didn't have in mind.
Errr yes, yes you can. If someone takes some NQ for the roleplaying aspects, and will pro-actively utilise them in-game, all good.
But it really burns me up when people take 'manageable' flaws just for the BP, and those PC's suddently find their flaws aren't as manageable as they thought they were
- PC: But my Enemy is on the other side of the world and has no contacts here! And I'm Erased!
- GM: Enemies have long memories chummer, and they scraped together the cash for a PI to find you, a Sub-orbital to get here and a crew to hunt you down. Now, about your upcoming mission....
- PCBut, I'm only allergic to Fresh Amazonian orchids!
- GM:Well, guess what the Johnson wants you to acquire...from a florist...
- PC: But I took Day-Job so I'd have a steady income!
- GM: Yeah, but the Stuffer Shack burned down on your shift and you've been fired. Choose from Bad Reputation, Hung out to Dry, Criminal Sin etc etc
This is the same as Initiates choosing the Astral Quest ordeal, and then deciding what NQ they get... falls under my GM Approval category... and those who are reasonable are rewarded. Those who try to abuse the system, get abused.
Many, many players try to abuse the PQ/NQ system, and as such they fully deserve to have their flaws respecced.
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Especially if they're responsible for burning down that Stuffer Shack. :P
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I thought the problem was that all these folks took the dayjob quality to have some guaranteed income and then decided that they were not feeling it and wanted to just quit the job and ditch the quality. So, I say exchange it. They want to drop the quality, so let them pick new ones to fit their characters how they imagine them. Maybe the job involved their skills in some way? Pow! Records on File. Whatever.
The real problem is when someone takes day job and dependent, kills their dependent, quits their job and burns their SIN.
That's when things get really nasty.
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Quit your job? Hope you're able to get all the black marks that are now on various records of yours deleted, 'cause you'll never get another job again after that. There's a lot more bodies waiting for your job after all.
Killed your dependent? Too bad you weren't the only family she had. (Read my first bit of fiction, "On The Hunt (http://canray.deviantart.com/gallery/683630)", for ideas.).
Burned your SIN? How? Did you get the back-ups? The secondary back-ups? The DTF back-ups? The RAID-∞ Back-ups the IT department made out of a couple gross of RFID tags because they were mis-shipped to the site and they were bored (And it was easier to use them up than return them.)? Hope that SIN isn't in any other independent systems, like the Megacorporation that owned your dreky job you just quit or in some Black BBS where a bored Neo-@ Decker/Hacker had grabbed what looked like Paydata but wasn't, but "Information Wants To Be Free" so posted it anyhow.
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Burned your SIN? How? Did you get the back-ups? The secondary back-ups? The DTF back-ups? The RAID-∞ Back-ups the IT department made out of a couple gross of RFID tags because they were mis-shipped to the site and they were bored (And it was easier to use them up than return them.)? Hope that SIN isn't in any other independent systems, like the Megacorporation that owned your dreky job you just quit or in some Black BBS where a bored Neo-@ Decker/Hacker had grabbed what looked like Paydata but wasn't, but "Information Wants To Be Free" so posted it anyhow.
Unwired p96. ;)
A character can strip a SIN with a
series of system intrusions and Hacking + Edit (System, 1 hour)
Tests on challenging nodes; the gamemaster decides the target sys-
tem ratings and can choose to play these out or summarize them
quickly with an Extended Hacking + Edit (Rating of fake SIN x
System, 1 hour) Test.
When a SIN is burnt or stripped, the character loses all on-
line accounts, licenses, DocWagon contracts, rental agreements,
deeds for property, and legal debts tied to that SIN.
For fake SINs, but it details the hacks needed to break the registry.
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Unwired p96. ;)
A character can strip a SIN with a series of system intrusions and Hacking + Edit (System, 1 hour) Tests on challenging nodes; the gamemaster decides the target system ratings and can choose to play these out or summarize them quickly with an Extended Hacking + Edit (Rating of fake SIN x System, 1 hour) Test.
When a SIN is burnt or stripped, the character loses all on-line accounts, licenses, DocWagon contracts, rental agreements,
deeds for property, and legal debts tied to that SIN.
For fake SINs, but it details the hacks needed to break the registry.
This is all well and good, but it's not going to be a good enough in-game mechanic to wipe away the Karma requirement to remove the associated NQ (or replace them with others).
PC's may have some control (or at least leaning) towards what NQ's will replace the ones they work to remove in-game, but it's all under GM-license, which should be meted out as appropriate to the campaign and players...
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My advice would be: They took those flaws for a reason. And you can't really turn them into something they didn't have in mind.
Errr yes, yes you can. If someone takes some NQ for the roleplaying aspects, and will pro-actively utilise them in-game, all good.
But it really burns me up when people take 'manageable' flaws just for the BP, and those PC's suddently find their flaws aren't as manageable as they thought they were
- PC: But my Enemy is on the other side of the world and has no contacts here! And I'm Erased!
- GM: Enemies have long memories chummer, and they scraped together the cash for a PI to find you, a Sub-orbital to get here and a crew to hunt you down. Now, about your upcoming mission....
- PCBut, I'm only allergic to Fresh Amazonian orchids!
- GM:Well, guess what the Johnson wants you to acquire...from a florist...
- PC: But I took Day-Job so I'd have a steady income!
- GM: Yeah, but the Stuffer Shack burned down on your shift and you've been fired. Choose from Bad Reputation, Hung out to Dry, Criminal Sin etc etc
This is the same as Initiates choosing the Astral Quest ordeal, and then deciding what NQ they get... falls under my GM Approval category... and those who are reasonable are rewarded. Those who try to abuse the system, get abused.
Many, many players try to abuse the PQ/NQ system, and as such they fully deserve to have their flaws respecced.
The trick here is to make sure the GM is approving all negative qualities. An enemy that never shows up or a day job that is not a pain in the ass is not really a negative quality.
Day Job in particular needs watching. It does give income. Twenty hours a week can pay for a low lifestyle. But it also means punching a clock and toeing the line. You can't jump on a sub-orbital for Rangoon if someone offers you a out of town job. You can't turn up with head to toe bruises or a bullet hole in your shoulder without a really really good story. Your creepy freinds can't drop by and yank you off on a mission any time they need you. Its worth points becuase its a pain in your backside. If you just want money, take trustfund. You pay points for that, as you should.
Also, something to keep in mind as a GM is that unless a character is SINless, wanted, seriously anti-social, or just plain resentful of authority of any kind, there needs to be significant financial incentives to keep someone running. If characters struggle to cover their whoppping low lifestyle, which they could do with a half time job, then they are going to start thinking really hard about dumping the whole thing and either taking that job, or just turning to conventional crime. You can make more boosting cars, hijacking the occasional truck, or going permanent with a criminal organization. I am not saying money should be falling out of the sky, but those campaigns where everyone is alwys just barely making rent never make much sense to me.
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Maybe you should let it go the other way for a bit. Most Shadowrunners want to run but maybe this your runner is a reluctant runner. His character could be wanting to go straight but can't. He may be paying for med bills or just sending money to family, getting pulled into family or bad friends ways, or just can't get away from the thrill even though he wants too. Instead of downplaying the dayjob let it be his down shifting into normal or maybe his secret identity. You can make his character always be looking at maybe be getting out of the biz and buy a bowling alley or something to give to his kid. Just a different take to maybe play.
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Is money important, get a load of this guy. Of course it's important. ;D Terminally important.
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Important enough that folks shoot people in the face for it. ;D
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Important enough that folks shoot people in the face for it. ;D
Many people were gonna shoot each other in the face anyway. They killed for honor, territory, religion, and culture long before there was a currency system. Way before it became a job it was some peoples lifesyles. Motives are a very tricky thing.
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And before there was shooting, there was stabbing and clubbing.
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Ok. Here is the thing. They all wanted to play people new to the shadows. All their characters were born in the last 18 years, after The Crash2.0 (2055) so they all took SINs for being born to wageslaves. I told them they could do anything they wanted to do and as a group all agreed on this course of action. They all wanted to work at the stuffer shack to pay for their low lifestyle. Hope this helps
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Money is nice, but I'm researching a way to sacrifice money and earn karma.
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Ok. Here is the thing. They all wanted to play people new to the shadows. All their characters were born in the last 18 years, after The Crash2.0 (2055) so they all took SINs for being born to wageslaves. I told them they could do anything they wanted to do and as a group all agreed on this course of action. They all wanted to work at the stuffer shack to pay for their low lifestyle. Hope this helps
[nitpick]
Crash 2.0 was 2065.
[/nitpick]
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Money is nice, but I'm researching a way to sacrifice money and earn karma.
Old systems had a Cash-for-Karma rule, where karma-intensive archtypes (read, Awakened :) )were able to donate money in exchange for Karma points.
It takes a good eye for campaign-balance to set the costs of donations though. Amount has to be high enough to hurt, but still low enough to be feasible.
And because each campaign has a different perception on thee things, the amount will vary all over the place. But still, there are a few GM's who house-rule it's use in SR4.
I do it and it works out pretty well
- the Sammies, riggers and Gun-Bunnies generally spend every nuyen on new toys and ware
- The Adepts and Mage generally spend as much as GM-allows on Karma, but sacrifice any new gear or lifestyle improvements....
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Money is nice, but I'm researching a way to sacrifice money and earn karma.
Old systems had a Cash-for-Karma rule, where karma-intensive archtypes (read, Awakened :) )were able to donate money in exchange for Karma points.
I have a special picture that I use for the Spirit that does this, trading Karma for Cash of various types in a supernatural currency exchange with other spirits in a way.
This is what I use (http://quick2004.deviantart.com/art/COOPER-61312969).
And this is why (http://youtu.be/hofCvfd2KrI).
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Old systems had a Cash-for-Karma rule, where karma-intensive archtypes (read, Awakened :) )were able to donate money in exchange for Karma points.
It takes a good eye for campaign-balance to set the costs of donations though. Amount has to be high enough to hurt, but still low enough to be feasible.
I don't remember if I ever saw that. What book/source were those rules in?
I have a special picture that I use for the Spirit that does this, trading Karma for Cash of various types in a supernatural currency exchange with other spirits in a way.
This is what I use (http://quick2004.deviantart.com/art/COOPER-61312969).
And this is why (http://youtu.be/hofCvfd2KrI).
Heh :) Did you ever have that spirit come calling when it thought there was enough Karma debt? (I'm imagining the spirit creates a sort of 'bound metahuman' as a result of granting Karma to the mage/adept)
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"Wait, ALICE COOPER is coming for a piece of my soul? FORGET THAT!!!" was the usual comment.
I think I did too well a job describing what happens. *Evil GM Grin*
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Hey, some spirits are very nice when it comes to accepting Karma *whistles innocently* ::)
Spirit Pacts are much more defined in SR4 (Street Magic), and there are good rules for what happens if a spirit comes a' calling.
Most pacts though, weight heavily in the spirits favour.
For an In-game discussion on same, I recommend this link (http://forums.shadowrun4.com/index.php?topic=2898.0)...for no reason...no reason at all....
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Hrm. My Street Merc is starting the game about one bad run from not being able to get a gig (a single contact, and Notoriety 6).
If he screws this first run up, he probably couldn't hold a job at the Shack, even if they hired him. :-\
He spent 20 years in the military. He's only good for being intimidating, and then making good on the scary.
-Jn-
City of Brass Expariate
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Hrm. My Street Merc is starting the game about one bad run from not being able to get a gig (a single contact, and Notoriety 6).
If he screws this first run up, he probably couldn't hold a job at the Shack, even if they hired him. :-\
He spent 20 years in the military. He's only good for being intimidating, and then making good on the scary.
-Jn-
City of Brass Expariate
Err, how are you _starting_ the game with a Notoriety of 6?
Bad Reputation plus Spirit Bane and a few other negative qualities might get you to Notoriety 3, but 6 at CharGen? That's scary all by itself...
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Hrm. My Street Merc is starting the game about one bad run from not being able to get a gig (a single contact, and Notoriety 6).
If he screws this first run up, he probably couldn't hold a job at the Shack, even if they hired him. :-\
He spent 20 years in the military. He's only good for being intimidating, and then making good on the scary.
-Jn-
City of Brass Expariate
Err, how are you _starting_ the game with a Notoriety of 6?
Bad Reputation plus Spirit Bane and a few other negative qualities might get you to Notoriety 3, but 6 at CharGen? That's scary all by itself...
"Scary" is actually his character concept. *Grin*
The math works out something like this: Bad Rep +3, Merc Creedo +2, Addiction (Mild) +1.
He's got several other Qualities that probably should have a negative impact on his Rep, like a couple of Poor Self-Controls, Bad Vibe, Critter Spook, and Astral Hazing.
Basically, he's an old SF Operator who got caught too close to a Deep Rift inside a Displacement Alchera, in Tuguska. Most of his team had their souls sucked out, but he survived...
...however, turns out he had a whole lot of very, very nasty dormant DNA, and all that heavy Mana from deep within distant Planes of the Multiverse triggered a humdinger of a SURGE event.
Now he's a Hobgoblin who's negative emotional state not only gives both sentient and non-sentient beings a severe case of the "OMGWTFISTHATITSEVILANDCOMINGTHISWAYRUUUUUN!" variety of primal heebee-geebees, but actually warps and disrupts the Astral Plane around him. He's his own Aspected Domain of angsty goodness...er...that is to say "bad mojo."
His own team mates fight over who has to ride next to him in the van. ;D
-Jn-
Ifriti Sophist
PS - Yes, I am aware of how bad Notoriety 6 is and the severity of my Negative Qualities. My GM is okay with it. I also have a character in reserve, in case those Negative Qualities all catch up with him at the same time.
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It's bad, it's punishing, it's great for building a character from a storytelling point of view.
All depends on what you want. :)
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"Scary" is actually his character concept. *Grin*
The math works out something like this: Bad Rep +3, Merc Creedo +2, Addiction (Mild) +1.
He's got several other Qualities that probably should have a negative impact on his Rep, like a couple of Poor Self-Controls, Bad Vibe, Critter Spook, and Astral Hazing.
PS - Yes, I am aware of how bad Notoriety 6 is and the severity of my Negative Qualities. My GM is okay with it. I also have a character in reserve, in case those Negative Qualities all catch up with him at the same time.
FYI I love the storytelling component :)
Mechanically, though....
A) Isn't this WAY over the 35BP CharGen cap for negative qualities?
B) Qualities don't stack notoriety on themselves. If you have Bad Rep (Rating 3), that's only 1 point of Notoriety.
Exception: If you've taken the same NQ twice (eg Poor Self Control for different options) then these would stack, however most GM's don't allow the same NQ to be aken twice in the first place.
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"Scary" is actually his character concept. *Grin*
The math works out something like this: Bad Rep +3, Merc Creedo +2, Addiction (Mild) +1.
He's got several other Qualities that probably should have a negative impact on his Rep, like a couple of Poor Self-Controls, Bad Vibe, Critter Spook, and Astral Hazing.
PS - Yes, I am aware of how bad Notoriety 6 is and the severity of my Negative Qualities. My GM is okay with it. I also have a character in reserve, in case those Negative Qualities all catch up with him at the same time.
FYI I love the storytelling component :)
Mechanically, though....
A) Isn't this WAY over the 35BP CharGen cap for negative qualities?
B) Qualities don't stack notoriety on themselves. If you have Bad Rep (Rating 3), that's only 1 point of Notoriety.
Exception: If you've taken the same NQ twice (eg Poor Self Control for different options) then these would stack, however most GM's don't allow the same NQ to be aken twice in the first place.
Thanks. So far, he's a lot of fun to play.
Mechanics:
A) Yes, very. This character has 60BP in Negative Qualities, and 75BP in Positive Qualities.
Negative
35BP (Base) + 10BP (Hobgoblin - Vindictive) + 15BP (SURGE III) = 60BP
Positive
35BP (Base) + 5BP (Hobgoblin - Fangs) + 30BP (SURGE III) + 10 Karma (Character Quiz) = 75BP
SURGE III Changelings typically have a theme, often animalistic. My GM allowed me to base his theme on being emotionally radioactive - he goes into the SURGE event an Operator with severe PTSD exhibited via aggression and comes out a Hobgoblin who radiates a palpable aura of...well...bad. Combined with his mundane Negative Qualities, such as Bad Rep and Addiction, he's a pariah.
I only allowed him one contact - a surviving member of his old unit who still owes him a few...and even her Loyalty is less than you'd expect from a comrade-in-arms. He called in his next-to-last marker just to get his first gig with the team.
B) Bad Rep has no rating, it simply adds 3 Notoriety. Poor Self-Control explicitly states that you can take it multiple times for different options, such as Poor Self-Control (Vindictive) and Poor Self-Control (Combat Monster). I don't recommend it - it's a particularly bad stew of traits - but for a guy who's rage and hostility form their own Aspected Domain, I felt it appropriate. I also gave him WIL 5 and picked up Mercenary Creedo to help keep his aggression in check.
So far, he hasn't failed a composure check...and he's only Tasered a couple of people. Well, just the one guy...twice. And the first time it was because he scored a double Critical Success on his Intimidate roll and the guy tried to throw himself out of a speeding van to get away, so...really...it was out of concern for the guy's safety. Well, that, and he was wearing my cuffs. Those things aren't free, you know.
The second time he Tasered him for mouthing off. But I figure, hey, hello! Hobgoblin! That should be a big enough warning sign to keep your wise-ass remarks to yourself...especially if said Hobgoblin has just kidnapped you, has already zapped you once, and is actually radiating an aura of primordial evil. Maybe it's time for the "Don't tase me, bro!" approach, instead?
-Jn-
Ifriti Sophist